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
1. Verfasser: Johnson-Glenberg, Mina C.
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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Keywords stem education
educational design
immersive virtual reality
mixed reality
XR
embodiment
VR
gesture
Language English
License Copyright © 2018 Johnson-Glenberg.
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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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Snippet This article explores relevant applications of educational theory for the design of immersive virtual reality (VR). Two unique attributes associated with VR...
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StartPage 81
SubjectTerms embodiment
gesture
immersive virtual reality
mixed reality
Robotics and AI
stem education
Title Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls
URI https://www.ncbi.nlm.nih.gov/pubmed/33500960
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