Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls
This article explores relevant applications of educational theory for the design of immersive virtual reality (VR). Two unique attributes associated with VR position the technology to positively affect education: (1) the sense of presence, and (2) the embodied affordances of gesture and manipulation...
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| Veröffentlicht in: | Frontiers in robotics and AI Jg. 5; S. 81 |
|---|---|
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| Format: | Journal Article |
| Sprache: | Englisch |
| Veröffentlicht: |
Switzerland
Frontiers Media S.A
24.07.2018
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| ISSN: | 2296-9144, 2296-9144 |
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| Abstract | This article explores relevant applications of educational theory for the design of immersive virtual reality (VR). Two unique attributes associated with VR position the technology to positively affect education: (1) the sense of presence, and (2) the embodied affordances of gesture and manipulation in the 3rd dimension. These are referred to as the two profound affordances of VR. The primary focus of this article is on the embodiment afforded by gesture in 3D for learning. The new generation of hand controllers induces embodiment and agency via meaningful and congruent movements with the content to be learned. Several examples of gesture-rich lessons are presented. The final section includes an extensive set of design principles for immersive VR in education, and finishes with the
which are hypothesized to optimize the pedagogy within a lesson. |
|---|---|
| AbstractList | This article explores relevant applications of educational theory for the design of immersive virtual reality (VR). Two unique attributes associated with VR position the technology to positively affect education: (1) the sense of presence, and (2) the embodied affordances of gesture and manipulation in the 3rd dimension. These are referred to as the two profound affordances of VR. The primary focus of this article is on the embodiment afforded by gesture in 3D for learning. The new generation of hand controllers induces embodiment and agency via meaningful and congruent movements with the content to be learned. Several examples of gesture-rich lessons are presented. The final section includes an extensive set of design principles for immersive VR in education, and finishes with the
which are hypothesized to optimize the pedagogy within a lesson. This article explores relevant applications of educational theory for the design of immersive virtual reality (VR). Two unique attributes associated with VR position the technology to positively affect education: (1) the sense of presence, and (2) the embodied affordances of gesture and manipulation in the 3rd dimension. These are referred to as the two profound affordances of VR. The primary focus of this article is on the embodiment afforded by gesture in 3D for learning. The new generation of hand controllers induces embodiment and agency via meaningful and congruent movements with the content to be learned. Several examples of gesture-rich lessons are presented. The final section includes an extensive set of design principles for immersive VR in education, and finishes with the Necessary Nine which are hypothesized to optimize the pedagogy within a lesson.This article explores relevant applications of educational theory for the design of immersive virtual reality (VR). Two unique attributes associated with VR position the technology to positively affect education: (1) the sense of presence, and (2) the embodied affordances of gesture and manipulation in the 3rd dimension. These are referred to as the two profound affordances of VR. The primary focus of this article is on the embodiment afforded by gesture in 3D for learning. The new generation of hand controllers induces embodiment and agency via meaningful and congruent movements with the content to be learned. Several examples of gesture-rich lessons are presented. The final section includes an extensive set of design principles for immersive VR in education, and finishes with the Necessary Nine which are hypothesized to optimize the pedagogy within a lesson. This article explores relevant applications of educational theory for the design of immersive virtual reality (VR). Two unique attributes associated with VR position the technology to positively affect education: (1) the sense of presence, and (2) the embodied affordances of gesture and manipulation in the 3rd dimension. These are referred to as the two profound affordances of VR. The primary focus of this article is on the embodiment afforded by gesture in 3D for learning. The new generation of hand controllers induces embodiment and agency via meaningful and congruent movements with the content to be learned. Several examples of gesture-rich lessons are presented. The final section includes an extensive set of design principles for immersive VR in education, and finishes with the Necessary Nine which are hypothesized to optimize the pedagogy within a lesson. |
| Author | Johnson-Glenberg, Mina C. |
| AuthorAffiliation | Department of Psychology, Arizona State University , Tempe, AZ , United States |
| AuthorAffiliation_xml | – name: Department of Psychology, Arizona State University , Tempe, AZ , United States |
| Author_xml | – sequence: 1 givenname: Mina C. surname: Johnson-Glenberg fullname: Johnson-Glenberg, Mina C. |
| BackLink | https://www.ncbi.nlm.nih.gov/pubmed/33500960$$D View this record in MEDLINE/PubMed |
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| Copyright | Copyright © 2018 Johnson-Glenberg. Copyright © 2018 Johnson-Glenberg. 2018 Johnson-Glenberg |
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| Keywords | stem education educational design immersive virtual reality mixed reality XR embodiment VR gesture |
| Language | English |
| License | Copyright © 2018 Johnson-Glenberg. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
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| Notes | ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 23 Reviewed by: George Papagiannakis, Foundation for Research and Technology Hellas, Greece; Ken Livingston, Vassar College, United States This article was submitted to Virtual Environments, a section of the journal Frontiers in Robotics and AI Edited by: Massimo Bergamasco, Scuola Sant'Anna di Studi Avanzati, Italy |
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| Title | Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls |
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