Session Information
16 SES 06, Virtual Reality and Virtual Team Building
Paper Session
Contribution
This presentation reports the results of a literature review where a particular kind of technology-based teaching approaches; i e. virtual, augmented, mixed and hybrid reality environments, were investigated. The concepts refer to different levels of immersion; for instance, augmented reality ‘allows the user to see a real world that is supplemented with virtual worlds’ (Kerawalla et al., 2006).
Applications of the technological approaches in education is still argued to be ‘in its early stage of development’ (Falloon, 2010). Most research has been conducted on higher education (Duncan, Millar & Jiang, 2012) while a focus on primary and secondary school has largely been overlooked so far, as confirmed by Gerstein (2009). Literature reviews have previously been conducted within the area (see Selwyn, 2007; Allison, 2008; Hew & Cheung, 2010; Parsons & Cobb; 2011; Grynszpan et al., 2014; Wass & Porayska-Pomsta, 2014; Abdul Jabbar & Felicia, 2015), but there are still gaps to be acknowledged. This review attempts to fill such a current gap not only by spanning the ‘reality continuum’ of all three types of environments but also by taking a particular interest in formal school for children and young people. In addition the review contributes a didactically based perspective. A combined interest in these aspects is uncommon in the literature. Thus, this review aims to provide knowledge of what virtual, augmented and mixed reality environments bring to formal learning practices at school. Here, ‘school’ refers to primary and secondary, including upper secondary, school.
Method
Expected Outcomes
References
Duncan, I., Miller, A. & Jiang, S. (2012), S. A taxonomy of virtual worlds usage in education. British Journal of Educational Technology, 43(6), 949-964. Dunleavy, M., Dede, C. & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7-22. Falloon, G, (2010). Using avatars and virtual environments in learning: What do they have to offer? British Journal of Educational Technology, 41(1), 108-122. Gerstein, J. (2009). Beyond the game: Quest Atlantis as an online learning experience for gifted elementary students. Journal of Virtual Worlds Research, 2(1), 2-18. Hew, K. F & Cheung, W. S. (2010). Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research. British Journal of Educational Technology, 41(1), 33-55. Kerawalla, L, Luckin, R., Seljeflot, S. & Woolard, A. (2006). “Making it real”: exploring the potential of augmented reality for teaching primary school science. Virtual Reality, 10(3),163-174.
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