Asymmetric collaboration in virtual reality

L. Thomsen, N. C. Nilsson, R. Nordahl, B. Lohmann
{"title":"Asymmetric collaboration in virtual reality","authors":"L. Thomsen, N. C. Nilsson, R. Nordahl, B. Lohmann","doi":"10.7146/LOM.V12I20.109391","DOIUrl":null,"url":null,"abstract":"It has been established that Virtual Reality (VR) possesses certain qualities for educational purposes. These include the ability to place the learner at the location or in the perspective that the desired knowledge exists (e.g., travelling to another planet or shrinking to miniature size to observe internal anatomy). VR is also considered to contribute with enriching the curricular content, promoting active forms of learning, performance assessment of high validity, and provide the opportunity to teach applied academic knowledge in life-like situations. In regards to teaching mathematics and geometry, three key affordances have been identified; interactive manipulation and construction of three-dimensional geometry, comprehension of spatial relationships, and rectification of abstract problems. Safety protocols and practical guidelines from classroom experimentation have also been formulated by various research projects. \nIn this manuscript, asymmetrical immersive VR in education will be reviewed, as it is relevant for the narrative of learning situations where multiple students use the technology together. As an example, in mathematics, asymmetric VR could be used in contexts where unknown variables must be found in collaboration. The purpose of the narrative literature review is to gain a greater understanding of how asymmetric game mechanics has influence on communication and collaboration between learners. To map the dynamics of this type of learning activity, a taxonomy will be presented. Since VR is still under development in terms of hardware and software, it is important that the current and future technical possibilities are described in a conceptual manner, as well as conclude on optimal coupling between communication dynamics and collaboration mechanics.","PeriodicalId":377188,"journal":{"name":"Tidsskriftet Læring og Medier (LOM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Tidsskriftet Læring og Medier (LOM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7146/LOM.V12I20.109391","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7

Abstract

It has been established that Virtual Reality (VR) possesses certain qualities for educational purposes. These include the ability to place the learner at the location or in the perspective that the desired knowledge exists (e.g., travelling to another planet or shrinking to miniature size to observe internal anatomy). VR is also considered to contribute with enriching the curricular content, promoting active forms of learning, performance assessment of high validity, and provide the opportunity to teach applied academic knowledge in life-like situations. In regards to teaching mathematics and geometry, three key affordances have been identified; interactive manipulation and construction of three-dimensional geometry, comprehension of spatial relationships, and rectification of abstract problems. Safety protocols and practical guidelines from classroom experimentation have also been formulated by various research projects. In this manuscript, asymmetrical immersive VR in education will be reviewed, as it is relevant for the narrative of learning situations where multiple students use the technology together. As an example, in mathematics, asymmetric VR could be used in contexts where unknown variables must be found in collaboration. The purpose of the narrative literature review is to gain a greater understanding of how asymmetric game mechanics has influence on communication and collaboration between learners. To map the dynamics of this type of learning activity, a taxonomy will be presented. Since VR is still under development in terms of hardware and software, it is important that the current and future technical possibilities are described in a conceptual manner, as well as conclude on optimal coupling between communication dynamics and collaboration mechanics.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
虚拟现实中的非对称协作
虚拟现实(VR)具有一定的教育特性。这些包括将学习者置于所需知识存在的位置或视角的能力(例如,旅行到另一个星球或缩小到微型尺寸以观察内部解剖)。虚拟现实还被认为有助于丰富课程内容,促进积极的学习形式,高效度的绩效评估,并提供在生活情境中教授应用学术知识的机会。在数学和几何教学方面,我们发现了三个关键启示;交互式操作和三维几何结构,空间关系的理解,以及抽象问题的纠正。各种研究项目也制定了课堂实验的安全协议和实用指南。在本文中,将回顾教育中的不对称沉浸式VR,因为它与多个学生一起使用该技术的学习情境的叙述相关。例如,在数学中,非对称虚拟现实可以用于必须在协作中找到未知变量的环境中。叙述性文献综述的目的是为了更好地理解非对称游戏机制如何影响学习者之间的交流和合作。为了描绘这种学习活动的动态,将提出一个分类法。由于VR在硬件和软件方面仍处于开发阶段,因此以概念方式描述当前和未来的技术可能性以及总结通信动态和协作机制之间的最佳耦合是很重要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Academic English course for the health sciences: evolution towards a flipped classroom Teknologiforståelser i uddannelsessystemet Teknologiforståelse som undervisningsfag på læreruddannelsen Hvordan bliver teknologiforståelsesfag-lighed til i mødet med eksisterende fagligheder? Digital humaniora og teknologi forståelse
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1