Literature DB >> 33501011

Authenticity, Interactivity, and Collaboration in VR Learning Games.

Meredith M Thompson1, Annie Wang1, Dan Roy1, Eric Klopfer1.   

Abstract

Decreasing cost and increasing technology access in schools places 3D immersive virtual reality (VR) within the reach of K-12 classrooms (Korbey, 2017). Educators have great interest in incorporating VR into classrooms because they are engaging and often novel experiences. However, long-term curriculum development must be positioned on how to best leverage the unique affordances of VR, be informed by theory and research, and integrate VR in meaningful ways that continue to motivate students even after experiences are no longer novel. We propose the theoretical framework of embodied learning and discuss how VR and reflect on current research findings to outline effective applications of VR and provide guidelines in developing educational materials using those tools. We discuss two particular examples: spatial awareness and collaboration. We share our perspectives on the benefits and challenges of applying these principles in a learning game about cellular biology.
Copyright © 2018 Thompson, Wang, Roy and Klopfer.

Entities:  

Keywords:  K12 education; collaboration; embodied learning; game based learning; immersive virtual reality; stem education

Year:  2018        PMID: 33501011      PMCID: PMC7805727          DOI: 10.3389/frobt.2018.00133

Source DB:  PubMed          Journal:  Front Robot AI        ISSN: 2296-9144


  13 in total

Review 1.  Implementing WebGL and HTML5 in Macromolecular Visualization and Modern Computer-Aided Drug Design.

Authors:  Shuguang Yuan; H C Stephen Chan; Zhenquan Hu
Journal:  Trends Biotechnol       Date:  2017-04-13       Impact factor: 19.536

Review 2.  Molecular dynamics simulations and novel drug discovery.

Authors:  Xuewei Liu; Danfeng Shi; Shuangyan Zhou; Hongli Liu; Huanxiang Liu; Xiaojun Yao
Journal:  Expert Opin Drug Discov       Date:  2017-11-15       Impact factor: 6.098

3.  The nature of gestures' beneficial role in spatial problem solving.

Authors:  Mingyuan Chu; Sotaro Kita
Journal:  J Exp Psychol Gen       Date:  2011-02

4.  Educational challenges of molecular life science: Characteristics and implications for education and research.

Authors:  Lena A E Tibell; Carl-Johan Rundgren
Journal:  CBE Life Sci Educ       Date:  2010       Impact factor: 3.325

5.  RealityConvert: a tool for preparing 3D models of biochemical structures for augmented and virtual reality.

Authors:  Alexandre Borrel; Denis Fourches
Journal:  Bioinformatics       Date:  2017-12-01       Impact factor: 6.937

6.  Student learning about biomolecular self-assembly using two different external representations.

Authors:  Gunnar E Höst; Caroline Larsson; Arthur Olson; Lena A E Tibell
Journal:  CBE Life Sci Educ       Date:  2013       Impact factor: 3.325

7.  A diagnostic assessment for introductory molecular and cell biology.

Authors:  Jia Shi; William B Wood; Jennifer M Martin; Nancy A Guild; Quentin Vicens; Jennifer K Knight
Journal:  CBE Life Sci Educ       Date:  2010       Impact factor: 3.325

8.  Virtual reality visual feedback for hand-controlled scanning probe microscopy manipulation of single molecules.

Authors:  Philipp Leinen; Matthew F B Green; Taner Esat; Christian Wagner; F Stefan Tautz; Ruslan Temirov
Journal:  Beilstein J Nanotechnol       Date:  2015-11-16       Impact factor: 3.649

9.  Think3d!: Improving mathematics learning through embodied spatial training.

Authors:  Heather Burte; Aaron L Gardony; Allyson Hutton; Holly A Taylor
Journal:  Cogn Res Princ Implic       Date:  2017-02-20

10.  Embodied cognition and STEM learning: overview of a topical collection in CR:PI.

Authors:  Steven M Weisberg; Nora S Newcombe
Journal:  Cogn Res Princ Implic       Date:  2017-09-12
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