Building an Instructional Design Model for Immersive Virtual Reality Learning Environments

Author(s):  
Zeynep Tacgin ◽  
Barney Dalgarno

The recent increase in affordability of immersive virtual reality learning environments (IVRLEs) grows the interests of university, school, and industry training contexts. Due to their unique affordances, these environments have the potential to lead to a paradigm shift in learning experience design. The absence of learning design models, however, represents a significant challenge to the widespread and effective utilisation of this technology platform. Several researchers have proposed design models for virtual reality learning environments (VRLEs). The majority of these models don't explicitly consider the unique characteristics of Immersive environments. This research describes an instructional design model for IVRLEs, which draws upon Dalgarno and Lee's affordance model for VRLE and Tacgin's IVRLE development stages for teaching concepts and procedures. The specific learning strategies and affordances of IVRLEs are matched with the features of current IVR systems and technologies.

Author(s):  
Chwen Jen Chen ◽  
Chee Siong Teh

<p>In order to effectively utilize the capabilities of virtual reality (VR) in supporting the desired learning outcomes, careful consideration in the design of instruction for VR learning is crucial. In line with this concern, previous work proposed an instructional design model that prescribes instructional methods to guide the design of VR-based learning environments<strong>.</strong> This article provides a thorough elaboration on how formative research is employed to enhance the earlier model. The study has successfully generated five new hypothesized principles to enhance the robustness of the instructional design model through the formative research process. The newly derived hypothesized principles also provide insights into the design of various experimental studies for testing them in the effort to form a more comprehensive guide for the design of VR-based learning environments.</p><p> </p>


2018 ◽  
Author(s):  
Robert de Leeuw ◽  
Fedde Scheele ◽  
Kieran Walsh ◽  
Michiel Westerman

BACKGROUND Digital education tools (e-learning, technology-enhanced learning) can be defined as any educational intervention that is electronically mediated. Decveloping and applying such tools and interventions for postgraduate medical professionals who work and learn after graduation can be called postgraduate medical digital education (PGMDE), which is increasingly being used and evaluated. However, evaluation has focused mainly on reaching the learning goals and little on the design. Design models for digital education (instructional design models) help educators create a digital education curriculum, but none have been aimed at PGMDE. Studies show the need for efficient, motivating, useful, and satisfactory digital education. OBJECTIVE Our objective was (1) to create an empirical instructional design model for PGMDE founded in evidence and theory, with postgraduate medical professionals who work and learn after graduation as the target audience, and (2) to compare our model with existing models used to evaluate and create PGMDE. METHODS Previously we performed an integrative literature review, focus group discussions, and a Delphi procedure to determine which building blocks for such a model would be relevant according to experts and users. This resulted in 37 relevant items. We then used those 37 items and arranged them into chronological steps. After we created the initial 9-step plan, we compared these steps with other models reported in the literature. RESULTS The final 9 steps were (1) describe who, why, what, (2) select educational strategies, (3) translate to the real world, (4) choose the technology, (5) complete the team, (6) plan the budget, (7) plan the timing and timeline, (8) implement the project, and (9) evaluate continuously. On comparing this 9-step model with other models, we found that no other was as complete, nor were any of the other models aimed at PGMDE. CONCLUSIONS Our 9-step model is the first, to our knowledge, to be based on evidence and theory building blocks aimed at PGMDE. We have described a complete set of evidence-based steps, expanding a 3-domain model (motivate, learn, and apply) to an instructional design model that can help every educator in creating efficient, motivating, useful, and satisfactory PGMDE. Although certain steps are more robust and have a deeper theoretical background in current research (such as education), others (such as budget) have been barely touched upon and should be investigated more thoroughly in order that proper guidelines may also be provided for them.


Author(s):  
Maria Fragkaki ◽  
Stylianos Mystakidis ◽  
Ioannis Hatzilygeroudis ◽  
Konstantinos Kovas ◽  
Zuzana Palkova ◽  
...  

1999 ◽  
Vol 8 (3) ◽  
pp. 293-316 ◽  
Author(s):  
Marilyn C. Salzman ◽  
Chris Dede ◽  
R. Bowen Loftin ◽  
Jim Chen

Designers and evaluators of immersive virtual reality systems have many ideas concerning how virtual reality can facilitate learning. However, we have little information concerning which of virtual reality's features provide the most leverage for enhancing understanding or how to customize those affordances for different learning environments. In part, this reflects the truly complex nature of learning. Features of a learning environment do not act in isolation; other factors such as the concepts or skills to be learned, individual characteristics, the learning experience, and the interaction experience all play a role in shaping the learning process and its outcomes. Through Project Science Space, we have been trying to identify, use, and evaluate immersive virtual reality's affordances as a means to facilitate the mastery of complex, abstract concepts. In doing so, we are beginning to understand the interplay between virtual reality's features and other important factors in shaping the learning process and learning outcomes for this type of material. In this paper, we present a general model that describes how we think these factors work together and discuss some of the lessons we are learning about virtual reality's affordances in the context of this model for complex conceptual learning.


2016 ◽  
Vol 13 (3) ◽  
pp. 6154 ◽  
Author(s):  
Gülçin Mutlu

This study aims to qualitatively investigate the degree of correspondence between the generic instructional design model that is shortly called ADDIE and two other contemporary models of instructional design, FutureU and Işman Instructional Design Models. ADDIE is considered to be the ancestor of contemporary models of instructional design and it is thus believed to be reflected to certain degrees in the following models of instructional design. In short, this study aims to examine similarities and differences between the generic model and its two follower models by examining similarities and differences. These qualitative comparisons were centered upon the two main themes that were derived in respect to the basic principles of instructional design. The two main qualitative themes and thus the examination criteria for the study included a) what ADDIE components were included and how they were reflected and b) what structural characteristics these two models exhibit. The results showed that the two models represent a considerable number of similarities to the generic ADDIE model and the differences were only on the varied applications or adaptations of the firmly established dimensions already offered by the ADDIE model itself.


2018 ◽  
Vol 5 (3) ◽  
pp. 74-84
Author(s):  
Ezgi Pelin Yıldız ◽  
Huseyin Uzunboylu

The concept of instructional design, whose roots are based on the 1920s and the use of World War II and later, begins with the use of information by many psychologists, such as Gagne, Briggs, Flagan, for systematizing their knowledge. To date, many instructional design models have been introduced and each has been classified in different ways and has many advantages in teaching environments. In this context, instructional design is discussed in terms of process, discipline, science, system and performance. In the scope of the research, a total of 9 instructional design models were compared with each other in terms of 8 criteria (general characteristics, purpose, basic outputs, model flow, strengths and weaknesses, importance, basic theories). The aim of the study; to help choose the most suitable, most useful instructional design model for the purpose of teaching environments. In addition, a doctoral thesis planned with an instructional design was included in the research and the results were examined in detail. Keywords: Instructional design models, General features, Learning features, Comparison.


Akademika ◽  
2021 ◽  
Vol 10 (02) ◽  
pp. 393-403
Author(s):  
Benny Agus Pribadi ◽  
Asnah Marlina Limbong ◽  
Mohammad Firman Karim ◽  
Kadarisman Kadarisman

This study aims to elaborate the use of an instructional design model to enhance the effectiveness of conducting face-to-face students' learning support in the distance education system. Universitas Terbuka (UT) provides various learning supports for its students. The students can use both online and face-to-face tutorial programs to improve their learning process. UT must find the appropriate instructional strategy that enables to enhance students’ motivation in learning. One of the instructional design models that focus on the effort of improving students’ motivation in learning is the ARCS, motivational instructional design model. This model entails essential components that will support the process of learning such as Attention, Relevance, Confidence, and Satisfaction. The study involved 32 distant education students who participated in a face-to-face tutorial program. A pre and post-test session was conducted to get information regarding the impact of using the ARCS instructional design model to facilitate students’ learning. This research has implications for educators or trainers related to designing learning scenarios or developing learning design models.


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