Inclusive Virtual Reality Learning: Review and 'Best-Fit' Framework for Universal Learning

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH
Frank Wehrmann, Raphael Zender
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Abstract

The rise of Virtual Reality (VR) in educational contexts has highlighted the need to design Virtual Reality Learning Applications (VRLAs) that prioritize inclusivity, accommodating a spectrum of learner needs. Despite the surging interest, there is a noticeable gap in research that delves into the specifics of creating VRLAs that are rooted in inclusive educational theory. This research sought to extract insights and recommendations for the development of VRLAs tailored for diverse student populations. The intention was to scrutinize research focused on the inclusive design elements of VRLAs, leading to the establishment of preliminary Inclusion Guidelines for VR Learning (IGVRL). Adopting the "best-fit" framework synthesis technique, the research anchored its findings in the Universal Design for Learning (UDL) framework. UDL was developed to mold learning experiences to meet the requirements of heterogenous learners. Using UDL as a coding framework, a comprehensive literature review was undertaken, adhering to the SPIDER search strategy. The review of literature revealed distinct design recommendations that facilitate inclusive learning within VRLAs. Information was systematically categorized based on UDL's nine classifications and subsequently distilled into the preliminary IGVRL. It's pertinent to note that these guidelines, while offering a foundational perspective, necessitate further in-depth evaluations for validation. The analytical process brought to the fore several themes that UDL did not adequately encompass, such as the nuances of embodied learning, the focus on VR contents and their immersive properties, and the pivotal role of collaboration and cooperation in VRLAs. These insights underscore the further need for research in these areas. Although some facets of VR accessibility were discussed, a deeper exploration into this domain was identified as crucial, reiterating the importance of accessibility in underpinning inclusive education. The research underscores the potential of VRLAs in promoting inclusivity within educational settings and introduces the preliminary IGVRL for VRLA design, specifically targeting K-12 contexts. This paper emphasizes the continuum of research required to refine and validate these guidelines, ensuring their applicability and efficacy in diverse educational scenarios.
全纳虚拟现实学习:全民学习回顾与 "最佳 "框架
虚拟现实技术(VR)在教育领域的兴起,凸显了设计虚拟现实学习应用程序(VRLA)的必要性,这种应用程序应优先考虑全纳性,满足各种学习者的需求。尽管人们对虚拟现实技术的兴趣日益高涨,但在深入研究创建植根于全纳教育理论的虚拟现实学习应用软件的具体细节方面,却存在着明显的空白。本研究旨在为开发适合不同学生群体的虚拟现实学习资源库提出见解和建议。研究的目的是仔细审查有关 VRLA 包容性设计要素的研究,从而制定出初步的《VR 学习包容性指南》(IGVRL)。研究采用了 "最合适 "框架综合技术,将研究结果与通用学习设计(UDL)框架相结合。UDL 的开发旨在塑造学习体验,以满足不同学习者的要求。以 UDL 为编码框架,按照 SPIDER 搜索策略进行了全面的文献综述。文献综述揭示了在虚拟现实学习环境中促进全纳学习的独特设计建议。根据 UDL 的九种分类法,对资料进行了系统分类,随后提炼出了初步的 IGVRL。值得注意的是,这些指导原则虽然提供了一个基础性的视角,但还需要进一步的深入评估来验证。分析过程凸显了 UDL 没有充分涵盖的几个主题,例如具身学习的细微差别、对 VR 内容及其沉浸属性的关注,以及协作与合作在 VRLA 中的关键作用。这些见解强调了在这些领域进一步开展研究的必要性。虽然对虚拟现实无障碍的某些方面进行了讨论,但对这一领域进行更深入的探索被认为是至关重要的,这重申了无障碍在支持全纳教育方面的重要性。研究强调了虚拟现实学习环境在促进教育环境包容性方面的潜力,并介绍了虚拟现实学习环境设计的初步 IGVRL,特别是针对 K-12 阶段的情况。本文强调了完善和验证这些指南所需的连续性研究,以确保其在不同教育场景中的适用性和有效性。
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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来源期刊
Electronic Journal of e-Learning
Electronic Journal of e-Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.90
自引率
18.20%
发文量
34
审稿时长
20 weeks
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