沉浸式虚拟现实中的协作学习设计:系统性文献综述

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-04 DOI:10.1007/s10055-024-00975-4
Lucas Paulsen, Susanne Dau, Jacob Davidsen
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引用次数: 0

摘要

虚拟现实等沉浸式学习技术一直被视为下一代数字学习环境。关于如何在协作学习环境中设计、应用和研究沉浸式技术的研究数量有限。本文系统回顾了有关在教育和专业学习环境中使用沉浸式虚拟现实技术进行协作学习的实证研究。本文对 11 项研究进行了分组和编码,并以文字叙述的方式进行了综合,概述了学习设计背后的教学理念、虚拟现实环境的设计以及使用该技术的协作学习活动。研究结果表明,虚拟现实中的协作学习目前可以概念化为在一个身临其境的虚拟中介空间中的共同体验,其中有一个学习者必须协作关注的共同目标/问题。这一概念意味着需要设计支持参与和社会互动的技术、环境和活动,以促进协作学习过程。根据概述的概念,我们提出了在沉浸式虚拟现实中进行协作学习设计的一系列建议。本文的结论是,虚拟现实中的协作学习创造了一个实践和反思的空间,在这个空间里,学习被认为是有吸引力的,而且没有干扰实际操作的风险。然而,目前的设计在可用性、真实性和促进社交互动等方面存在问题。论文进一步指出,今后需要对虚拟现实中发生的事情进行研究,而不是仅仅关注虚拟现实后的评估。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Designing for collaborative learning in immersive virtual reality: a systematic literature review

Immersive learning technologies such as virtual reality have long been deemed as the next generation of digital learning environments. There is a limited number of studies addressing how immersive technologies can be designed, applied, and studied in collaborative learning settings. This paper presents a systematic review of empirical studies reporting on use of immersive virtual reality in collaborative learning within educational and professional learning settings. 11 studies have been grouped and coded in a textual narrative synthesis, outlining the pedagogical concepts behind the learning design, as well as the design of virtual reality environments and the collaborative learning activities in which the technology is employed. The results suggest that collaborative learning in virtual reality can currently be conceptualised as a shared experience in an immersive, virtually mediated space, where there is a shared goal/problem which learners must attend to collaboratively. This conceptualisation implies a need to design technologies, environments, and activities that support participation and social interaction, fostering collaborative learning processes. Based on the outlined conceptualisation, we present a series of recommendations for designing for collaborative learning in immersive virtual reality. The paper concludes that collaborative learning in virtual reality creates a practice- and reflection space, where learning is perceived as engaging, without the risk of interfering with actual practices. Current designs however struggle with usability, realism, and facilitating social interaction. The paper further identifies a need for future research into what happens within virtual reality, rather than only looking at post-virtual reality evaluations.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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