2020
DOI: 10.48550/arxiv.2010.13779
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XR-Ed Framework: Designing Instruction-driven andLearner-centered Extended Reality Systems for Education

Kexin Yang,
Xiaofei Zhou,
Iulian Radu

Abstract: Recently, the HCI community has seen an increased interest in applying Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) into educational settings. Despite many literature reviews, there still lacks a clear framework that reveals the different design dimensions in educational Extended Reality (XR) systems. Addressing this gap, we synthesize a broad range of educational XR to propose the XR-Ed framework, which reveals design space in six dimensions (Physical Accessibility, Scenario, Social Int… Show more

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Cited by 11 publications
(17 citation statements)
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References 59 publications
(163 reference statements)
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“…And finally, because authoring tools are targeting non-expert users (not professional designers), it seems important to accompany such tools with guidance to design AR content best. Guidance might cover multimedia, contiguity, coherence, modality, personalization, and signaling principles [16]. D) Implication for design and research: Our work can be useful for future research in four main ways.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…And finally, because authoring tools are targeting non-expert users (not professional designers), it seems important to accompany such tools with guidance to design AR content best. Guidance might cover multimedia, contiguity, coherence, modality, personalization, and signaling principles [16]. D) Implication for design and research: Our work can be useful for future research in four main ways.…”
Section: Discussionmentioning
confidence: 99%
“…However, recent reviews have underlined that creating AR experiences that fit pedagogical needs remains a salient challenge because of (i) the complexity of authoring AR and (ii) lacks of evidence-based methods to integrating AR in everyday classrooms [1,5,16]. Currently, authoring AR experiences requires significant technical knowledge and skills [12].…”
Section: Introductionmentioning
confidence: 99%
“…Alnagrat et al [73] Virtual laboratories Virtual environment of things Established a virtual training platform to increase the efficiency of the students. Yang et al [74] Education framework XR-Ed framework Increases efficiency of student education through the design spaces provisioned considering six dimensions. Andrade et al [75] IoT scenarios 3D visualization Developed a data communication model for translation of IoT data into XR scenarios, events or objects.…”
Section: Xr Technologies For Metaversementioning
confidence: 99%
“…Some researchers highlighted that XR interactions (such as AR interaction) are naturally playful, but it requires the XR elements to be integral to the learning objectives to make it benefit to the learning [7]. In terms of learning designs, there have been some research about using XR in children's education [7,[15][16][17][18][19]. However, most research is still at an early stage of applying XR to primary school education.…”
Section: Game-based Learning Theorymentioning
confidence: 99%
“…Although some research [9][10][11][12][13][14] demonstrates the benefits of using Web3D and WebXR, it is still a challenging task to design and implement such a system especially for primary school children [15][16][17][18][19]. There is very little research about mixed used of XR (for example, by using both AR and VR) interaction with WebXR content and Web3D content within a classroom setting.…”
Section: Introductionmentioning
confidence: 99%