scholarly journals SchottRoadmaptoVirtualFieldtripsFinal Project Report.pdf

2020 ◽  
Author(s):  
Christian Schott

<div>Fieldtrips are an important pedagogic tool for a range of disciplines. Indeed the pedagogic value of</div><div>experiential and situated learning was already promoted in the 1940s by the educational philosopher</div><div>John Dewey (1968). It is widely recognised that such trips allow students to benefit from the rich</div><div>experiential learning such endeavours entail and that situated learning environments assist in</div><div>crystallising learning outcomes (Jakubowski, 2003; Scarce, 1997).</div><div>However, today’s university environments are resource-constrained and traditional residential</div><div>fieldtrips have become less common. In response, we propose that the concept of ‘virtual’ fieldtrips</div><div>presents a potentially powerful tool, which if designed and applied appropriately, might replicate</div><div>some aspects of the ‘real’ fieldtrip experience. A virtual fieldtrip attempts to recreate aspects of the</div><div>real world in digital format where assignments and tasks similar in nature to those set in the</div><div>residential fieldtrip environment would be applied (virtual fieldwork). During the virtual fieldtrip</div><div>the student (in the form of an avatar) is digitally immersed into the social, cultural, economic and</div><div>environmental landscapes that ‘make’ places – something which is only possible at present through</div><div>residential fieldtrip activity. While this project does not propose that traditional residential fieldtrips</div><div>can be replaced by virtual fieldtrips, we believe students going on a virtual fieldtrip and conducting</div><div>virtual fieldwork are exposed to at least some of the valuable nuances of ‘real’ fieldwork.</div><div>In particular, in disciplines such as Tourism Management and Geography the value and indeed need</div><div>for these forms of situated and experiential learning is well established, however, the concept of</div><div>virtual fieldtrips also offers valuable learning environments for other disciplines. It is important to</div><div>note here that virtual reality software such as Second Life has been used by educational institutions</div><div>for many years, with the most frequent use for role play-based learning; for an overview of different</div><div>educational uses of Second Life see this document</div><div>http://piensl.pbworks.com/f/slliteraturereviewa1.pdf by Salt, Atkins, Blackall (2008). However, the</div><div>concept of virtual fieldtrips and the related student task of virtual fieldwork is shown by the</div><div>literature to be a novel use of virtual reality software; and the experience of developing such a</div><div>learning tool is thus worth researching and sharing.</div>

2021 ◽  
Vol 11 (21) ◽  
pp. 10426
Author(s):  
Qinna Feng ◽  
Heng Luo ◽  
Wenhao Li ◽  
Ying Chen ◽  
Jiakai Zhang

With its ability to afford immersive and interactive learning experiences, virtual reality has been widely used to support experiential learning, of which the learning effectiveness is promoted by the instructional component of debriefing. The current literature on debriefing mainly focuses on the traditional learning contexts while little is known on its effectiveness in immersive virtual reality (IVR) learning environments. Based on the theories of experiential learning and debriefing, this study designed a debriefing strategy based on simulated learning experience and investigated its effectiveness on knowledge and behavioral learning in an IVR learning program, using a randomized controlled trial with 77 elementary students from Hubei province in China. The study results support the efficacy of IVR on improving knowledge acquisition and behavioral performance, and reveal a significant moderating effect of debriefing on the effectiveness of IVR learning environments. The study confirms the critical role of debriefing in IVR-based instruction and provides theoretical and practical implications for the design and implementation of effective IVR learning environments.


Author(s):  
Susan Martin Meggs ◽  
Sharon Kibbe ◽  
Annette Greer

This chapter provides a comprehensive case study to demonstrate the longitudinal development of online pedagogy for higher education through a lens of interior design. The chapter presents constructivist theory as a guiding pedagogical framework for the creation of learning environments within Second Life (SL) virtual reality. Details of the rigorous process of incorporation of SL, as an enhancement to a traditional course with a laboratory component, is presented to validate the integrity of the scholarship of teaching and learning undertaken in the exemplar case study. The concluding components of the chapter review the iterative process of course outcome evaluation compared to course and accreditation standards to further demonstrate the educational value of virtual reality as an environment for learning.


Author(s):  
Maria Antonietta Impedovo ◽  
Rosa Iaquinta

This chapter discusses the construction of knowledge as an innovative approach to traditional teaching. This topic is treated via the presentation of a project about lawfulness that was realized in the Calabria region during the 2010/2011 school year. The study aims to identify within the project central elements that enable students to progress from the mere acquisition of information to a transformation of knowledge, where through applying the teaching, in a constructivist approach to learning, they are able to articulate it in their own language and not that of the teacher as in broadcasted learning environments typical of past generations. The main project-related aspects are investigated, and the role of situated learning and experiential learning is discussed. The changing role of the teacher and the increasing need to understand artifacts, such as tools and signs, are explored.


Author(s):  
Natalie Nussli ◽  
Kevin Oh ◽  
Nicole Cuadro ◽  
Melisa Kaye

This chapter describes a study that was conducted in a semi-immersive desktop virtual reality environment. The study investigated teacher trainees' perceptions of their mental effort in Second Life, their satisfaction with the communication modalities, and their perceived social behavioral changes. In the first event, only the instructor (host) used voice to communicate while all participants as well as the in-text facilitator (co-host) used text chat only. In the second event, not only did both hosts use voice, but the participants also had the option to use voice rather than text. The majority of teacher trainees appreciated the freedom to choose either modality. The integration of voice was perceived as humanizing the discussion, increasing the flow, and making the conversation more engaging. However, the addition of multiple voices was believed to increase their mental effort. While some teacher trainees felt more relaxed and more open in a virtual discussion, others reported a lack of attention and honesty as well as a tendency to ignore social conventions.


2016 ◽  
Vol 8 (3) ◽  
pp. 204 ◽  
Author(s):  
Juli-Anna Aerila ◽  
Marja-leena Rönkkö ◽  
Satu Grönman

This study reports on pre-school age children becoming familiar with their hometown’s cultural history through children’s literature, personal stories, and craft products. The aim of this study is to discuss the educational value of arts-based activities and authentic learning environments from the perspective of visualizing children’s experiences. In the learning process, children create stories and craft products based on a picture book of a home museum in their town and the experience of visiting the museum. The research is in line with the curriculum of Finnish pre-schools (valid from 2016), according to which children should be offered opportunities to empathize with their immediate environment using a variety of arts-based methods as support. The theoretical framework of this study is based on Kolb’s model of experiential learning, different approaches of arts-based learning and the theory of situated learning by Lave and Wenger. The data consist of children’s oral follow-up stories and craft products. The data were analyzed using qualitative content analysis, which is a valid replicable method for making specific inferences from text to other states or properties of a source. It appears that different learning environments and arts-based, experiential activities contribute to learning in a child-centered way and may vizualize children’s thoughts and experiences, for the teacher, for the children themselves, and for other learners. The different stages of the experiential learning process proved to be beneficial to each other: The materials the children produced during the experiment could be used to activate educational discussions in pre-schools and make them more child-centered. In addition, the literature element and the authentic experience gave the children ideas for their own products..   


2018 ◽  
pp. 1200-1218
Author(s):  
Annette Greer ◽  
Susan Martin Meggs ◽  
Sharon Kibbe

This chapter describes an ongoing evaluation of Second Life (SL) virtual reality as a pedagogical tool in theory anchored undergraduate education. SL has been found to advance learning, collaboration, engagement, and critical thinking among students. This chapter presents a process for evaluating, documenting and analyzing the development and implementation of virtual learning environments at institutions of higher education using case examples to establish output measures. Important to successful incorporation of SL in undergraduate instruction is ensuring that the training students receive in SL align with the assignments they are expected to complete. Alignment of SL activities and the course curriculum into a workable sequence is an essential aspect of a “plan, implement, evaluate, refine” rotation for creating learning strategies within the virtual environment that meets learner styles. Since incorporating SL, the authors have found evidence that virtual reality enhances student engagement and learning outcomes are comparable to improved to those from a traditional classroom.


Author(s):  
Annette Greer ◽  
Susan Martin Meggs ◽  
Sharon Kibbe

This chapter describes an ongoing evaluation of Second Life (SL) virtual reality as a pedagogical tool in theory anchored undergraduate education. SL has been found to advance learning, collaboration, engagement, and critical thinking among students. This chapter presents a process for evaluating, documenting and analyzing the development and implementation of virtual learning environments at institutions of higher education using case examples to establish output measures. Important to successful incorporation of SL in undergraduate instruction is ensuring that the training students receive in SL align with the assignments they are expected to complete. Alignment of SL activities and the course curriculum into a workable sequence is an essential aspect of a “plan, implement, evaluate, refine” rotation for creating learning strategies within the virtual environment that meets learner styles. Since incorporating SL, the authors have found evidence that virtual reality enhances student engagement and learning outcomes are comparable to improved to those from a traditional classroom.


2008 ◽  
pp. 390-397
Author(s):  
L. Gjedde

Narrative is fundamental for learning and the construction of meaning. In the design of interactive learning programs, the need for narrative is often neglected, and the emphasis is on information design rather than the design of experiential learning environments. This chapter presents research related to the development of two prototypes of narrative interactive multimedia learning environments, from an experiential and situated learning perspective and proposes a model for a narrative learning process, related to a situated and experiential learning perspective.


Author(s):  
Lisa Gjedde

Narrative is fundamental for learning and the construction of meaning. In the design of interactive learning programs, the need for narrative is often neglected, and the emphasis is on information design rather than the design of experiential learning environments. This chapter presents research related to the development of two prototypes of narrative interactive multimedia learning environments, from an experiential and situated learning perspective and proposes a model for a narrative learning process, related to a situated and experiential learning perspective.


2012 ◽  
Vol 62 (4) ◽  
pp. 371-392 ◽  
Author(s):  
Kevin M. Roessger

Researchers have yet to agree on an approach that supports how adults best learn novel motor skills in formal educational contexts. The literature fails to adequately discuss adult motor learning from the standpoint of adult education. Instead, the subject is addressed by other disciplines. This review attempts to integrate perspectives across disciplines to enhance understanding of adult motor learning. The review suggests a disciplinary disconnect but finds several potential integrations: (a) a unifying framework between representational motor learning models and reflective practice; (b) the applicability of modeling approaches to experiential frameworks; (c) the relationship between chaining, motor programs, variability of practice, and analogy learning to “doing” and “action” in experiential learning; and (d) the role of embedded motor learning approaches within situated environments. Research should continue to examine how aspects of didactic approaches affect the effectiveness of the modeling approach and how situated learning environments naturalistically use motor learning approaches.


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