Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education - Advances in Educational Technologies and Instructional Design
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Published By IGI Global

9781799850434, 9781799850441

Author(s):  
M. Esther Del-Moral ◽  
Lourdes Villalustre ◽  
María del Rosario Neira-Piñeiro

A description and psychometric validation is offered of the evaluation instrument COMPASS-Ar, conceived to check the level of competence achieved by future teachers—after participating in the ITINER-Ar Project (2018-19)—in the collaborative design of augmented didactic itineraries (ADIs) using augmented reality. This instrument—assessed by experts—consists of 30 items to measure the acquired didactic, digital, socio-collaborative, and creative competences involved in ADI development on the basis of an analytical rubric—created ad hoc and validated by means of the Delphi method—which specifies the requirements of each score through a (1-5) Likert-type scale. After evaluating a sample of 322 subjects, the assessment of reliability provided a Cronbach's alpha = .979. Construct validity was tested using factor analysis. Both the Kaiser-Meyer-Olkin test and Bartlett's sphericity test revealed that the instrument under study has a unidimensional nature. It can be concluded that this is a valid and reliable instrument.


Author(s):  
Jorge Bacca-Acosta ◽  
Julian Tejada ◽  
Carlos Ospino-Ibañez

Learning how to give and follow directions in English is one of the key topics in regular English as a Foreign Language (EFL) courses. However, this topic is commonly taught in the classroom with pencil and paper exercises. In this chapter, a scaffolded virtual reality (VR) environment for learning the topic of following directions in English is introduced. An eye tracking study was conducted to determine how students perceive the scaffolds for completing the learning task, and an evaluation of acceptance and usability was conducted to identify the students' perceptions. The results show that scaffolds in the form of text and images are both effective for increasing the students' learning performance. The gaze frequency is higher for the textual scaffold, but the duration of gaze fixations is lower for the scaffolds in the form of images. The acceptance and usability of the VR environment were found to be positive.


Author(s):  
Mustafa Fidan

In recent years, teachers have started to integrate augmented reality (AR) technology as a potential learning tool into classroom activities. The main concern is the quality of the existing applications rather than brand-newness. Therefore, this chapter focuses on the components of a good educational AR application based on the experiences of teachers and to examine the current situation on the integration of AR to learning environments. Qualitative methodology was used in this study. The sample consisted of 24 teachers working in public schools in Turkey. The data were collected via semi-structured interviews and analyzed through the thematic analysis. The results showed that the components of a good AR application in education were gathered under four main themes: “analysis process,” “design process,” “teaching-learning process,” and “evaluation components.” Implications for the design and use of the AR applications in educational settings were also included in the study.


Author(s):  
Babak Khoshnevisan ◽  
Sanghoon Park

Technologies have permeated the field of language education in recent decades. Language education has been informed by the technology-enhanced practices. Researchers have exhausted a variety of technologies and technological tools in the field of language education. Augmented reality (AR) is one of the emerging technologies that has been exploited in both education and language education. However, it is reported that educators' lack of knowledge and confidence in employing emerging technologies such as AR are limiting the use of these technologies in language education. To dive into the employed AR-related practices in language education, this chapter will (1) introduce the definition of AR, (2) discuss the underlying theories undergirding AR-integrated language learning, (3) present both the affordances and thorny issues accompanied with AR, and lastly, (4) share pedagogical implications of AR-integrated language learning to inform and usher the practices of language educators.


Author(s):  
Zhaihuan Dai ◽  
Fengfeng Ke ◽  
Chih-Pu Dai ◽  
Mariya Pachman ◽  
Xin Yuan

The affordances of computer-based virtual reality (VR) make it a natural fit for role-play. Although role-play has been commonly used in VR-based learning environments, the discussion of design details and guidelines is limited. In this chapter, the authors present a design case and aim to share their experiences of designing role-play in OpenSimulator-supported VR during a three-year design project for providing teaching training to graduate teaching assistants in STEM disciplines. The design of role-play bridges the technical and pedagogical affordances of VR. The authors discuss the design details from several aspects, including the formulation of role-play, types of role-play, and implementation. The authors also report the success and constraints in implementing role-play. With this design case, the authors intent on sharing the knowledge about the design and practice of VR-based role-play.


Author(s):  
Longkai Wu ◽  
Yun Wen

This chapter presents a research map of designing an AR-integrated science trail for an inquiry-based curriculum for K12 science learning. Despite the potential advantages of using AR in education and its suitability for supporting science learning through simulation activities, AR's concrete uses are relatively not as well understood as that of other technologies. Prior studies have shown the value of inquiry-based learning complemented by computer technology in a scenario-based learning environment. To appropriate the potential of AR in education, this chapter aims at summarizing pedagogical affordances of AR in science education and exemplifying an AR-integrated science trail design. A comprehensive research map of designing an AR-enhanced science trail by integrating inquiry-based learning is elucidated in this chapter to provide insights for the design of AR-integrated subject learning and out-of-classroom learning.


Author(s):  
Anabelem Soberanes-Martín

Augmented reality is on the rise in education. This case study focuses on its incursion in the training of health professionals. The author has chosen this focus to address situations that the students do not do in the classroom because of the complexity or lack of laboratories. Thus, the author proposes to develop a mobile application with augmented reality. In the first phase, the proposal includes aspects of the technique of urethral probes, including videos and animations. The proposal also includes markers on mannequin present the information of the process for application with mannequins and patients. The results of the application are that the author identified that the augment reality enrich the process of learning for the valuation by the students and teachers. It showed that the virtual contents contribute to the education of the students of the infirmary.


Author(s):  
Ryan O. Kellems ◽  
Gulnoza Yakubova ◽  
Jared R. Morris ◽  
Alex Wheatley ◽  
Briella Baer Chen

Some individuals with disabilities are unable to work independently and often require additional instruction to complete basic tasks. To prepare students with disabilities for life after school, practitioners need to help them learn the skills necessary to live a happy, productive, and fulfilling life. Two technologies showing promise for such learning are augmented reality (AR) and virtual reality (VR) applications. This chapter will discuss how AR and VR can successfully be used to teach academic, social, and vocational skills to students with disabilities, including research that has been conducted to date. Additionally, guidance is provided for teachers seeking to use AR and VR in classroom and community learning environments. The chapter will conclude with directions for further research and future applications of AR and VR with students with disabilities.


Author(s):  
Antti Lähtevänoja ◽  
Jani Holopainen ◽  
Mikko Vesisenaho ◽  
Päivi Häkkinen

This chapter focuses on applying design science research for virtual reality learning environment (VRLE) design processes. Six selected case studies are presented in the context of VRLEs. The case selections were analyzed in terms of their contributions to design knowledge. The objective of this book chapter is twofold: 1) for researchers, the design knowledge contributions of case studies are highlighted for future reference, and 2) for developers and practitioners, design principles are presented for the development of VRLEs. The final outcome of the present study is a conceptual model describing the current design knowledge in the field of VRLEs and identifying the research gaps that should be addressed in future research on the educational use of VR.


Author(s):  
Vanesa Yepes-Serna ◽  
Mario Wolf ◽  
Heinrich Söbke ◽  
Steffi Zander

Mixed reality (MR) applications are widely considered to be effective educational tools. However, the use of MR alone cannot ensure learning, and studies even suggest that the affordances of this technology could decrease the mental processes required for the acquisition of new knowledge. Like any other technological innovation, the educational possibilities of MR are closely related to the design of its contents. Despite this, there are no design recommendations for MR focused on learning. Educational psychology presents a range of empirically proven design guidelines for multimedia learning environments. This chapter reviews existing guidelines and categorizes them into principles related to the perception of information and the related essential information processing (design principles) and principles aiming at promoting generative learning (activating principles). These principles are translated to MR-learning environments.


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