Self-directed learning using VR

Mehrasa Alizadeh, N. Cowie
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Abstract

Virtual reality (VR) is capable of immersing users in a simulated environment that creates a heightened sense of presence (Baños et al., 2004) and embodiment (Kilteni et al., 2012), both of which play essential roles in the learning process (Makransky & Peterson, 2021).  However, VR use in education is still at a preliminary stage and limited to early adopters. With the advent of standalone VR head-mounted displays (HMDs) and the shift to remote education due to COVID-19, it is now the right time to integrate VR into education and to explore its benefits and shortcomings. To this end, the two teacher researchers launched a small scoping longitudinal study with a group of five volunteer participants (4 undergraduate and 1 high school student, 4 males and 1 female) to explore their perceptions and evaluation of VR for educational purposes. Following a self-directed approach to learning (Hammond & Collins, 1991) and an exploratory practice approach to research (Allwright, 2003; Hanks, 2017), the five students led by the two teachers contributed to the current study in three stages that began with immersive VR and moved to WebVR. In stage 1, all the participants were given Oculus Quest 2 HMDs and trained how to use them. The students then looked for free VR apps that they found educationally worthwhile, explored them on their own, and documented their findings. During weekly meetings, they joined a shared virtual space on Engage, where they presented and discussed their findings. Through this activity, the researchers compiled a list of free apps that could be useful for education and investigated the affordances and challenges of HMD-powered VR. The students’ responses in online surveys and focus group interviews revealed that the benefits of VR over traditional forms of EdTech included higher engagement, improved focus on task, lower anxiety, and more effective collaboration and team building. However, HMD-based VR induced varying degrees of cybersickness for most of the participants (Authors, 2021). To tackle these challenges, the researchers switched to Mozilla Hubs, an open source WebVR platform. The students were asked to create their own Hubs rooms to introduce an aspect of their academic discipline to the group. They welcomed this change since Mozilla Hubs, although not as immersive, did not cause cybersickness but there was one primary concern regarding the excessive processing load on students’ devices. Some had trouble entering Hubs rooms or could not turn on their audio. These issues led to stage 3 in which the participants used 360-degree cameras to take spherical photos and videos and create virtual tours on ThingLink. Three out of five students contributed to this stage creating virtual tours of a university campus, a park, and a horse ranch. They expressed positive opinions of ThingLink saying that it was intuitive, user-friendly and did not require much processing power. However, the degree of immersion and sense of presence was perceived as the lowest of all. This study provides valuable insights for educators willing to adopt VR.
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利用VR进行自主学习
虚拟现实(VR)能够让用户沉浸在一个模拟环境中,创造一种高度的存在感(Baños等人,2004)和体现(Kilteni等人,2012),这两者在学习过程中都起着至关重要的作用(Makransky和Peterson, 2021)。然而,VR在教育中的应用仍处于初级阶段,仅限于早期采用者。随着独立的VR头戴式显示器(hmd)的出现,以及由于COVID-19而转向远程教育,现在是将VR融入教育并探索其优点和缺点的最佳时机。为此,两位教师研究人员发起了一项小型纵向研究,共有五名志愿者(4名本科生和1名高中生,4名男性和1名女性),以探索他们对VR教育目的的看法和评价。遵循自我导向的学习方法(Hammond & Collins, 1991)和探索性实践的研究方法(Allwright, 2003;Hanks, 2017),由两位老师领导的五名学生分三个阶段对当前的研究做出了贡献,从沉浸式VR开始,到WebVR。在第一阶段,所有参与者都获得了Oculus Quest 2头戴式显示器,并接受了如何使用它们的培训。然后,学生们寻找他们认为有教育价值的免费VR应用程序,自己探索它们,并记录他们的发现。在每周的会议中,他们加入了Engage上的一个共享虚拟空间,在那里他们展示和讨论他们的发现。通过这项活动,研究人员编制了一份可能对教育有用的免费应用程序清单,并调查了hmd驱动的VR的优点和挑战。学生在在线调查和焦点小组访谈中的反应显示,VR比传统形式的教育技术的好处包括更高的参与度,更专注于任务,更低的焦虑,更有效的协作和团队建设。然而,对于大多数参与者来说,基于hmd的VR会引起不同程度的晕屏(Authors, 2021)。为了应对这些挑战,研究人员转向Mozilla Hubs,这是一个开源的WebVR平台。学生们被要求创建自己的hub房间,向小组介绍他们的学术学科的一个方面。他们对这一改变表示欢迎,因为Mozilla Hubs虽然没有沉浸感那么强,但不会导致晕屏,但有一个主要问题是学生设备的处理负荷过大。有些人在进入Hubs的房间时遇到了麻烦,或者无法打开他们的音频。这些问题导致了第三阶段,参与者使用360度相机拍摄球形照片和视频,并在ThingLink上创建虚拟旅行。五分之三的学生在这个阶段做出了贡献,创造了大学校园、公园和马场的虚拟之旅。他们对ThingLink表达了积极的评价,认为它直观、用户友好,不需要太多的处理能力。然而,沉浸感和存在感的程度被认为是最低的。这项研究为愿意采用虚拟现实的教育工作者提供了有价值的见解。
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