Virtual Reality Considerations for Curriculum Development and Online Instruction

Andrew C. Lawlor, Cassandra Smith, Patricia Steele, Elizabeth Anne Johnston, Sonja M. Lamppa
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Abstract

For virtual reality (VR), augmented reality (AR), and mixed reality (MR) to become effective learning modalities, they must be considered in the context of experiential or constructivist learning which could disrupt traditional instructional and educational practices given their interactive quality. How might educators assess these applications and their implementation to determine their learning potential for online instruction? By applying the studio thinking framework (STF) and the presence pedagogy (P2) model, unique insights may be gained in terms of virtual reality's value to the learning process. Current research shows many similarities between the skills taught in studio art classes and opportunities to learn the same skills in virtual educational applications, while the P2 model has demonstrated its effectiveness in applying pedagogical strategies to collaborative VR environments. Tactics to prepare, apply, assess, and evaluate (PAAE) this technology in educational programs for teachers and school leaders provide a guide for implementation.
虚拟现实在课程开发和在线教学中的应用
为了使虚拟现实(VR)、增强现实(AR)和混合现实(MR)成为有效的学习方式,必须在体验式或建构主义学习的背景下考虑 ,这可能会破坏传统的教学和教育实践 鉴于 它们的 互动 质量。教育工作者如何评估这些应用程序及其实施,以确定它们在在线教学中的学习潜力?通过应用工作室思维框架(STF)和在场教学法(P2)模型,可以获得关于虚拟现实对学习 过程的价值的独特见解。目前的研究表明,在工作室艺术课程中教授的技能与在虚拟教育应用中学习相同技能的机会之间有许多相似之处,而P2模型已经证明了它在将教学策略应用于协作VR环境中的有效性。为教师和学校领导在教育计划中准备、应用、评估和评估(PAAE)这一技术的策略提供了实施指南。
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