2021
DOI: 10.3389/frvir.2021.695312
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Move The Object or Move The User: The Role of Interaction Techniques on Embodied Learning in VR

Abstract: To incorporate immersive technologies as part of the educational curriculum, this article is an endeavor to investigate the role of two affordances that are crucial in designing embodied interactive virtual learning environments (VLEs) to enhance students’ learning experience and performance: 1) the sense of presence as a subjective affordance of the VR system, and 2) bodily engagement as an embodied affordance and the associated sense of agency that is created through interaction techniques with three-dimensi… Show more

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Cited by 7 publications
(1 citation statement)
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“…In a VR environment, learners can turn around and move in the same manner as they would in the real-world, and the digital environment responds to the learner's actions in real time. In accordance with the different functional objectives on which VR systems focus, they can be divided into immersive and interactive systems (Vergara et al, 2017b;Johnson-Glenberg, 2018;Bagher et al, 2021;Makransky and Petersen, 2021;Huang et al, 2022;Petersen et al, 2022). Immersive VR provides a high level of objective sensory fidelity mainly through the use of head-mounted displays (Petersen et al, 2022).…”
Section: Introductionmentioning
confidence: 99%
“…In a VR environment, learners can turn around and move in the same manner as they would in the real-world, and the digital environment responds to the learner's actions in real time. In accordance with the different functional objectives on which VR systems focus, they can be divided into immersive and interactive systems (Vergara et al, 2017b;Johnson-Glenberg, 2018;Bagher et al, 2021;Makransky and Petersen, 2021;Huang et al, 2022;Petersen et al, 2022). Immersive VR provides a high level of objective sensory fidelity mainly through the use of head-mounted displays (Petersen et al, 2022).…”
Section: Introductionmentioning
confidence: 99%