Session Information
16 SES 06, Virtual Reality and Virtual Team Building
Paper Session
Contribution
2016 has been flagged by many technology trend watchers as the year when Immersive Virtual Reality (IVR) will take off and become much more widely used. This is because several large tech companies are launching new affordable headsets. In the light of this it is timely to explore the potential of this new technology in education.
The literature suggests and IVR can offer some advantages for education (Freina and Ott 2015), enabling a direct feeling of objects and events that are physically out of reach, supporting training in a safe environment and so avoiding potential real dangers (Barot et al 2013) and also, especially when there is a game approach, increasing the learner’s involvement and motivation while widening the range of learning styles supported. The use of IVR in aircraft pilot training has received a significant investment, and the use of VR technologies in this sector is commonplace; however, this same investment has not occurred for cabin crew training. Our paper reports on a project to explore the pedagogical affordances of IVR through the specific context of developing a training course for cabin crew. The project from which the data is gathered is funded by the National Aerospace Technology Programme (NATEP). The project partners are a University, Exeter, a small high tech company, INVIRT Reality, and a large European airline, Flybe.
Our main research objectives were to evaluate the effectiveness of the IVR augmented training in relation to the previous training and to investigate any distinct pedagogical affordances of the IVR approach that could be transferred to other educational contexts, particularly school-based education. These pedagogical affordances (Fowler, 2015) were investigated through a design-based research approach.
Our theoretical framework is dialogic theory within a broadly socio-cultural tradition (Wegerif, 2013). One of the hypotheses we explore that derived from this framework is the potential of IVR to accelerate learning through operating within a virtual reality that was already partially abstracted and mediated in the direction of the pedagogical objectives.
Another aspect of IVR education we are exploring is the significance of presence to educational outcomes. Presence has been described as the ‘defining experience of VR’ (Steuer 1992). In virtual environments presence indicates the degree to which participants feel that they are somewhere other than where they physically are while experiencing a computer-generated simulation (Sheridan, 1992a and 1992b; Barfield and Weghorst 1993; Slater and Usoh 1994; Barfield, Sheridan, Zeltzer, and Slater 1995). Therefore, presence in virtual reality is concerned ‘the illusion of being here or there’ (Biocca 2001: 550, original emphasis). Our conjecture is that presence is intimately associated with the quality of the learning.
Method
Expected Outcomes
References
Barfield, W., and Weghorst, S. (1993) ‘The sense of presence within virtual environments: a conceptual framework.’, in G. Salvendy and M. Smith (Eds.) (1993) Human Computer Interaction: Software and Hardware Interfaces, Elsevier Publisher, 699–704. Barfield, W., Sheridan, T., Zeltzer, D., and Slater, M. (1995) ‘Presence and performance within virtual environments’, in W. Barfield and T. Furness III (Eds.) (1995) Virtual Environments and Advanced Interface Design, Oxford: OUP, pp. 473–513. Barot, C. Lourdeaux, D., Burkhardt, J-M., Amokrane, K. and Lenne, D. (2013). 'V3S:A Virtual Environment for Risk-Management Training Based on Human-Activity Models'. Presence 22 (1) Winter 2013, 1–19. Biocca, F. (2001) ‘Inserting the Presence of Mind into a Philosophy of Presence: A Response to Sheridan and Mantovani and Riva’, Presence: Teleoperators and Virtual Environments, 10 (5), 546-556. Dalgarno, B. and Lee, M.J.W. (2010) ‘What are the learning affordances of 3-D virtual environments?’, British Journal of Educational Technology 41(1) 10-32. Fowler, C. (2015). Virtual reality and learning: Where is the pedagogy?.British journal of educational technology, 46(2), 412-422. Freina, L. and Ott, M. (2015). A Literature Review on Immersive Virtual Reality in Education: State Of The Art and Perspectives. Proceedings of eLearning and Software for Education (eLSE), Bucharest, Romania, April 23-24, 2015. Sheridan, T. B. (1992a) ‘Musings on telepresence and virtual presence’, Presence: Teleoperators and Virtual Environments, 1 (1), 120–125. Sheridan, T.B. (1992b) ‘Defining our terms’, Presence: Teleoperators and Virtual Environments, 1 (2), 272–274. Steuer, J. (1992) ‘Defining virtual reality: Dimensions determining telepresence’ Journal of Communications, 42, 73–93. Wegerif, R. (2013). Dialogic: Education for the Internet age. Routledge.
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