Instructional Guidance in Extended Reality for Learning

M. Weerasinghe
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引用次数: 2

Abstract

Experiential learning is the process of learning through experience or more specifically “learning through reflection on doing”. These experiences can be simulated in Extended Reality (XR) systems– interactive environments generated by computer technology combining real and virtual worlds. Such systems have shown to be excellent tools for providing guidance to teach different skills and activities. In this research, we introduce a comprehensive design space grounded in (i) XR technologies, and (ii) theoretical underpinnings of experiential learning and guidance. We use this design space to describe key design decisions in prior work and elucidate existing gaps. Employing the design space, we intend to build an adaptive, personalised instructional guidance system in XR, which offers various levels of guidance that adapt to users’ learning progress. We utilise the Kolb’s experiential learning cycle considering all four stages and transitions within it. With XR technologies, we offer the environment that can provide guidance to support learners to move spontaneously from one stage to another in the experiential learning cycle and further progress on the learning spiral. It is the latter that we explore in this research by adopting potential learning scenarios such as language learning and spatial navigation. We attempt to investigate how different factors of instructional guidance, such as the amount (minimal guidance, full guidance, and adaptive guidance) and the type (from direct instructions to associative models based examples), would affect the experiential learning process and learning outcomes of different learning scenarios in XR environments.
扩展现实学习中的教学指导
体验式学习是通过经验学习的过程,更具体地说,是“通过对行为的反思来学习”的过程。这些体验可以在扩展现实(XR)系统中模拟——由计算机技术结合真实世界和虚拟世界生成的交互环境。这些系统已被证明是为教授不同技能和活动提供指导的优秀工具。在本研究中,我们引入了一个基于(i) XR技术的综合设计空间,以及(ii)经验学习和指导的理论基础。我们使用这个设计空间来描述先前工作中的关键设计决策,并阐明现有的差距。利用设计空间,我们打算在XR中建立一个自适应的、个性化的教学指导系统,该系统提供各种级别的指导,以适应用户的学习进度。我们利用科尔布的体验式学习周期,考虑所有四个阶段和过渡。借助XR技术,我们提供了一个环境,可以提供指导,支持学习者在体验式学习周期中自发地从一个阶段移动到另一个阶段,并在学习螺旋中进一步进步。在本研究中,我们通过采用语言学习和空间导航等潜在的学习场景来探索后者。我们试图探讨教学指导的不同因素,如数量(最小指导、全面指导和适应性指导)和类型(从直接指导到基于关联模型的示例)如何影响XR环境中不同学习场景的体验式学习过程和学习结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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