2007
DOI: 10.1007/s10639-007-9031-y
|View full text |Cite
|
Sign up to set email alerts
|

The impact of Virtual Reality on the awareness of teenagers to social and emotional experiences of immigrant classmates

Abstract: The current study examined the use of VR (Virtual Reality) and its affect on the degree of awareness of 178 seventh and eighth graders to the emotional and social experiences of a new immigrant during his or her first months in the adoptive country. Students native to the adoptive country were divided into two groups: an experimental group, which tried out VR worlds designed to simulate the emotional and social feelings and experiences of a new immigrant teen, and a control group which viewed a movie on the sa… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
5
0
1

Year Published

2016
2016
2023
2023

Publication Types

Select...
5
4
1

Relationship

0
10

Authors

Journals

citations
Cited by 18 publications
(7 citation statements)
references
References 10 publications
1
5
0
1
Order By: Relevance
“…The most noticeable change was the fading popularity of inquiry‐based pedagogy for VR learning environments. In the first decade, about 62% of published VR interventions claimed to be inquiry‐based, albeit using different names such as ‘problem‐based learning’, ‘case‐based learning’, or ‘game‐based learning’ (e.g., Cai et al, 2006; Kim, 2006; Passig et al, 2007; Poland et al, 2003). However, the percentage of inquiry‐based VR interventions decreased to a mere 30% in the second decade, despite the enhanced functionality of VR technologies.…”
Section: Resultsmentioning
confidence: 99%
“…The most noticeable change was the fading popularity of inquiry‐based pedagogy for VR learning environments. In the first decade, about 62% of published VR interventions claimed to be inquiry‐based, albeit using different names such as ‘problem‐based learning’, ‘case‐based learning’, or ‘game‐based learning’ (e.g., Cai et al, 2006; Kim, 2006; Passig et al, 2007; Poland et al, 2003). However, the percentage of inquiry‐based VR interventions decreased to a mere 30% in the second decade, despite the enhanced functionality of VR technologies.…”
Section: Resultsmentioning
confidence: 99%
“…The field has seen a rise of research studies about VR tools recently. Due to the versatile nature of the technology, VR has been used as training tools (Desai, Desai, Ajmera, & Mehta, 2014;Le, Pedro, & park, 2015), a treatment tool for learning in affective domains, such as empathy, public-speaking anxiety, and posttraumatic stress disorder (Ahn et al, 2016;Anderson, Zimand, Hodges, & Rothbaum, 2005;Parsons, & Rizzo, 2008;Passig, Eden, & Heled, 2007;Rizzo et al, 2010), and on a number of science and engineering subjects (Bassanino et al, 2010;Lisichenko, 2015;Merchant et al, 2012).…”
Section: Literature Reviewmentioning
confidence: 99%
“…В той час, інтелектуальний дискурс постра-дянського простору коливається між вкрай по-лярними оцінками впливу віртуальної реаль-ності на розвиток соціуму, й зокрема молодих людей, світове наукове товариство або ж зосе-реджує свою увагу на перевагах, що несе з со-бою впровадження нових комп'ютерних техно-логій [17], або ж пропонує вкрай зважені оцінки цього процесу. Зокрема, досить часто дослідники приділяють увагу вивченню пер-спектив віртуальної взаємодії людей [11], або ж змінам, що відбуватимуться в соціумі в резуль-таті розвитку ІТ комунікацій та інтернету, пси-хологічного досвіду людини та, відповідно, соціуму [22].…”
Section: актуальність теми дослідженняunclassified