scholarly journals A DBR framework for designing mobile virtual reality learning environments

Author(s):  
Thomas Donald Cochrane ◽  
Stuart Cook ◽  
Stephen Aiello ◽  
Duncan Christie ◽  
David Sinfield ◽  
...  

This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first two phases of the DBR framework, involving the exploration of mobile virtual reality (VR) to enhance the learning environment, and the design of prototype solutions for the different contexts. The design of the projects is guided by a set of design principles identified from the literature.

2019 ◽  
Vol 2 (1) ◽  
pp. 24 ◽  
Author(s):  
Jin Hong

Even experienced mountain climbers underestimate key dangers and make poor decisions in stressful, high-risk situations when climbing, leading to injury and death. My own experience indicates that effective education can play a key role in managing these risks and improving experienced climber’s decision making. Current educational approaches for climbers, however, are generally limited to textbooks and ‘on the mountain’ learning. It is vital, therefore, that new approaches and methods are developed to improve learning.    My own experience and emergent case studies indicate that AR (Augmented), VR (Virtual Reality) and MR (Mixed Reality), have affordances (possibilities offered by the technology) to underpin new forms of learning and therefore have the potential to enhance education for high-risk environments. Emergent use of MR immersive technologies includes classroom learning, firefighting and military training. An initial review of literature has indicated though that there are very limited examples of rigorous research on the design and application of MR technologies in authentic education, especially for extreme situations such as mountaineering i.e., no one has rigorously designed for these technologies for learning in extreme environments, evaluated learning outcomes and theorised about how learning can be enhanced.    In response to this gap/opportunity, this research explores the potential of MR technologies to effectively enhance learning for authentic, high-risk situations. The research will use a Design-based research methodology (DBR) to develop design principles informed by key learning theories as they offer recognised and critical approaches for a new way of learning in an extreme environment.  Underpinned by a Constructivist paradigm, initial theoretical frameworks identified include Authentic Learning and Heutagogy (student-determined learning).Herrington and co-authors (2009) recommended 11 design principles for the incorporation of mobile learning into a higher education learning environment, and Blaschke and Hase (2015)’s 10 principles of designing learning for heutagogy. Other theories and frameworks include Constructivist Learning and the ZPD (the Zone of Proximal Development), design for mobile MR learning and user-centred design. Activity Theory will also be utilised in the data analysis.   Initial design principles will be developed by the DBR methodology. These design principles will be tested through the implementation and evaluation of an MR ‘prototype’ app design solution.’ The prototype solution will be iteratively redesigned using further evaluation and feedback from sample cohorts of end-users. Data will be collected from key participant interviews, researcher observation/reflections and biometric feedback. Methodological triangulation (multimodal data approach) will be used to evaluate learning outcomes. The iterative development will lead to transferable design principles and further theorising that can be transferred to other learning situations involving preparation and decision-making as well as knowledge in high-risk contexts.    Reference   Amiel, T., & Reeves, T. (2008). Design-Based Research and Educational Technology:   Rethinking Technology and the Research Agenda. Educational Technology                & Society, 11(4), 29-40.    Blaschke, L., & Hase, S. (2015). Heutagogy, Technology, and Lifelong Learning for Professional   and Part-Time Learners. In A. Dailey-Hebert & K. S. Dennis (Eds.), Transformative Perspectives   and Processes in Higher Education (Vol. 6, pp. 75-94). Switzerland: Springer                   International Publishing.   Cochrane, T., et al., (2017) ‘A DBR framework for designing mobile virtual reality learning  environments’, Australasian Journal of Educational Technology, vol. 33,  6, pp. 27–40. doi: 10.14742/ajet.3613    Engeström, Y. (2015). Learning by expanding: An activity-theoretical approach      to developmental research (2nd ed.). Cambridge, UK: Cambridge University Press.   Hase, S & Kenyon, C. (2001). Moving from andragogy to heutagogy: implications for VET',  Proceedings of Research to Reality: Putting VET Research to Work: Australian  Vocational Education and Training Research Association (AVETRA), Adelaide,  SA, 28-30 March, AVETRA, Crows Nest, NSW.   Kesim, M & Ozarslan (2012), Y. Augmented Reality in Education: Current                 Technologies and the Potential for Education, Procedia - Social and            Vygotsky, L. S. (1978). Mind in society: The development of higher psychological  processes. Cambridge, MA: Harvard University Press.     Behavioral Sciences volume 47, 2012, 297-302.  


2021 ◽  
pp. 095042222110206
Author(s):  
Sanna Ilonen

This paper focuses on entrepreneurship educators as creators of an entrepreneurial learning environment in entrepreneurship education. Entrepreneurship education research has concentrated mainly on the subjects of education (i.e. the students) or on the content of learning, leaving individuals with a critical role in entrepreneurship education – the educators – without sufficient attention. In response, the research question for this study is: how do entrepreneurship educators create entrepreneurial learning environments in entrepreneurship education within higher education? The qualitative study draws on the principles of Vosniadou et al. concerning active learning environments by concentrating on interviews with entrepreneurship educators and documentary data. An entrepreneurial learning environment can be defined as a self-regulatory, co-created learning setting in which entrepreneurship students from different backgrounds learn in teams, as the findings suggest that educators emphasise adjustable co-creation within a ‘given’ format involving individuals with complementary skills working in teams. The study contributes to fulfilment of the identified need to understand the educator’s perspective, and to share the know-how and educational experiences of entrepreneurship educators. Practitioners can use the findings as a concrete tool for the creation of an entrepreneurial learning environment. They can learn from, adopt and develop the practices discussed when designing learning environments for their entrepreneurship students.


Author(s):  
Priscilla Bamba

From the simplest cell phone to virtual reality headsets, students today are bombarded by technology, so this is bound to affect their expectations in the learning environment and the way they relate to cognitive challenges. Today's culture is an immersion of advanced methods of communicating with each other and with their instructors. Adult learners who return to the world of higher education after having been away for some time have often felt the need to strive harder to show they fit into that world. With a broader worldview, more responsibilities, and often more wisdom gained from having held jobs, sometimes for years, they also bring a richer way of relating to the academic world. At the same, time, though, sometimes responsibilities, including full family lives, limit their time and energy they are capable of devoting to studying and completing assignments.


2018 ◽  
pp. 1721-1741 ◽  
Author(s):  
Robert Costello

This chapter provides a critical pathway for the uses of Augmented Reality (AR) and Virtual Reality (VR) within Gamification. The chapter starts with an introduction to gamification, AR and VR. It follows with different explorations of AR and VR, on where different research is heading and the benefits they are having on the learner, educator and the learning environment itself. Finally, the chapter critically analyses future possible directions gamification can have within Higher Education.


Author(s):  
Ellen Boeren

This chapter explores the author's experiences with blended learning, both as a tutor and as a student at a British Russell Group University. The chapter starts from the importance of encouraging an autonomy supporting learning environment, featured within self-determination theory (Ryan & Deci, 2000). In the first part of the chapter, definitions of blended learning will be briefly reviewed. Secondly, the role of the learning environment will be explained, drawing upon previous research on learning environments undertaken by Darkenwald and Valentine (1986), mentioning the importance of the learning environment within motivational theories. Thirdly, results of a critical analysis on the own teaching and learning practice will be conducted, comparing the perspective of being a tutor and being a student. Finally, recommendations for future teaching practice will be discussed, before concluding this chapter.


2020 ◽  
Vol 10 (12) ◽  
pp. 370
Author(s):  
Andreia P. Costa ◽  
Georges Steffgen

Few empirical studies in higher education consider the importance of the physical environment on students’ satisfaction with the learning environment. The present study first examined the effects of a move to a new campus on students’ satisfaction with the physical and learning environments. Then, it examined how students’ satisfaction with a physical environment affects students’ satisfaction with the learning environment. It was hypothesised that the move to a new and modern university campus with better study facilities would increase students’ satisfaction both with the physical and learning environment, and that these two would be linked. Results contained 771 students’ assessments of the Bachelor Evaluation Questionnaire, which included students’ satisfaction with five aspects of their learning environment as well as five items assessing satisfaction with the physical environment. Findings showed that students were overall more satisfied with the physical environment in the new campus than in the old campus. These differences were even greater when comparing only students in their last study year than students of all study years. Furthermore, results showed that students’ satisfaction with lecturers and teaching was predicted by increased satisfaction with classrooms. The implications of these findings for the need to design physical learning environments are discussed.


2022 ◽  
pp. 1676-1686
Author(s):  
Ricardo Godinho Bilro ◽  
Sandra Maria Correia Loureiro ◽  
Fernando José de Aires Angelino

Gamification and virtual reality are becoming more common in higher education, leading to more research toward this topic and its applications. Following this new trend, this chapter identifies and proposes practical applications and future directions for gamification and virtual reality in higher education environments. Authors contribute with precise inputs how to create student engagement and motivation towards learning and academic activities. Future research avenues in these domains are given. Authors draw conclusions about future changes in the educational experiences through gamification and virtual reality.


2017 ◽  
Vol 27 (1) ◽  
pp. 24-35 ◽  
Author(s):  
Evelyn K. Orman ◽  
Harry E. Price ◽  
Christine R. Russell

Acquiring nonverbal skills necessary to appropriately communicate and educate members of performing ensembles is essential for wind band conductors. Virtual reality learning environments (VRLEs) provide a unique setting for developing these proficiencies. For this feasibility study, we used an augmented immersive VRLE to enhance eye contact, torso movement, and gestures of novice wind band conductors. Ten undergraduates randomly assigned to no VRLE ( n = 3), VRLE with head tracking ( n = 4), or VRLE without ( n = 3) head tracking received eight treatment sessions over a 4-week period. While participants conducted a live ensemble, their eye contact, torso movements, and gestures were measured. A comparison of pretest and posttest scores showed that students using the augmented immersive VRLE with head tracking demonstrated greater conducting skill improvement than those not using virtual reality.


Education ◽  
2021 ◽  

A learning environment incorporates the physical location, context, and cultures in which students learn. The term implicitly acknowledges that learning takes place in a multitude of ways and locations. The implication is that certain learning environments are better suited for certain individuals, cultures, subjects, or content. Indigneous students are often underserved in higher education. Few educational institutions, outside of tribally controlled institutions, have a critical mass of Indigenous students, resulting in a lack of Indigenous courses, content, programs, dialogue, and space. An additional consequence is that research solely dedicated to Indigenous postsecondary education is limited. To account for this gap, it is necessary to pull from secondary, and sometimes primary, academic research. Cultural differences between dominant higher education models and traditional ways of learning work to widen the education gap and reduce Indigenous students’ future opportunities. In 2016, approximately, 20 percent of American Indians/Alaska Native and Pacific Islander students enrolled in higher education, yet their graduation rate was 39 percent and 51 percent, respectively, compared to 64 percent for white students. Creating an Indigenous learning environment can serve to improve Indigneous student knowledge acquisition, increase recruitment and retention, and facilitate increased on-campus intercultural dialogue. Curating a space where Indigneous students can thrive and where non-Indigenous students are able to learn about the unique sociohistorical relationship betwen Indigneous people and the United States facilitates the bridging of a cultural gap in larger society. After providing a General Overview, the literature is divided into five sub-themes: Curriculum, Indigenous Knowledge, Indigenous Pedagogy, Indigenous-Focused Assessment, and Culturally Appropriate Safe Space.


2022 ◽  
pp. 341-362
Author(s):  
Murat Çoban

This chapter determines the social presence perceptions and motivation levels of higher education students participating in the online learning environment and reveals the possible causes that affect these variables. According to the findings obtained from the study in which the explanatory design was used among the mixed research methods, it was concluded that the social presence perceptions of the participants were lower compared to their motivation. Besides, it was found out that there is a positive relationship between social presence and motivation variables. According to the qualitative findings, the majority of the participants stated that they were not satisfied with distance education, encountered technical and hardware problems, and the online learning environment was not effective enough in the context of communication and interaction. The research results contribute to the literature in terms of the effectiveness of online learning environments.


Sign in / Sign up

Export Citation Format

Share Document