Work-in-Progress-Determining the Efficacy of Virtual Reality through Experientiality and Biometric

被引:0
作者
Vallance, Michael [1 ]
Magaki, Takurou [2 ]
Kurashige, Yuto [1 ]
机构
[1] Future Univ Hakodate, Dept Media Architecture, Hakodate, Hokkaido, Japan
[2] Future Univ Hakodate, Grad Sch Syst Informat Sci, Hakodate, Hokkaido, Japan
来源
PROCEEDINGS OF 2020 6TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN 2020) | 2020年
关键词
biometrics; education; solar; virtual reality; ENVIRONMENT;
D O I
暂无
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
This paper presents work-in-progress of a research project attempting to determine the efficacy of virtual reality in a science-focused education scenario called SolarVR. The research is informed from both academic literature and the heuristic experiences of researchers involved over the past ten years. An antidisciplinary approach to collaboration aims to support the increasing scale of experientiality of student developers. Physiological measures of participants aim to determine VR effectiveness whilst engaged in an immersive task. The blending of quantitative data, informed with insights from qualitative interpretation, emphasizes user-determined creativity for pedagogically appropriate learning in VR.
引用
收藏
页码:344 / 347
页数:4
相关论文
共 16 条
[1]  
Battro A.M., 2011, EDUCATED BRAIN ESSAY
[2]  
Cuban L., 2012, Oversold and Underused: Computers in the Classroom
[3]   What are the learning affordances of 3-D virtual environments? [J].
Dalgarno, Barney ;
Lee, Mark J. W. .
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2010, 41 (01) :10-32
[4]   Research priorities in immersive learning technology: the perspectives of the iLRN community [J].
Gaspar, Horacio ;
Morgado, Leonel ;
Mamede, Henrique ;
Oliveira, Teresa ;
Manjon, Baltasar ;
Gutl, Christian .
VIRTUAL REALITY, 2020, 24 (02) :319-341
[5]  
Gibbons M., 1980, J EXPERIENT EDUC, V3, P32, DOI DOI 10.1177/105382598000300107
[6]  
Ito J., MEDIA LAB BLOG
[7]   Verification of the possibility and effectiveness of experiential learning using HMD-based immersive VR technologies [J].
Kwon, Chongsan .
VIRTUAL REALITY, 2019, 23 (01) :101-118
[8]  
Magaki Takurou, 2017, International Journal of Virtual and Personal Learning Environments, V7, P27, DOI 10.4018/IJVPLE.2017070103
[9]  
Mayer RE, 2014, COMPUTER GAMES FOR LEARNING: AN EVIDENCE-BASED APPROACH, P1
[10]  
Sandholtz J.H., 1997, TEACHING TECHNOLOGY