F. J. Gerard, M. Mentzelopoulos, Daphne Economou, Zeeshan Khalish, Jack Ingram, Ashley Edwards
{"title":"Work-In-Progress—CrimOPS—Gamified Virtual Simulations for Authentic Assessment in Criminology","authors":"F. J. Gerard, M. Mentzelopoulos, Daphne Economou, Zeeshan Khalish, Jack Ingram, Ashley Edwards","doi":"10.23919/iLRN55037.2022.9815942","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815942","url":null,"abstract":"Authentic assessment is the concept of using creative learning experiences to assess students’ skills and knowledge in conditions that simulate reality. The importance of authentic assessment in higher education is recognized as it helps measure student performance and attainment of skills related to the expected learning outcomes of the degree program, they study that map the skills required in their profession in the related industry. There is also growing evidence that authentic assessment can enhance student engagement and improve the student experience and learning outcomes. VR coupled with gamification offers the authentic context for students to apply their knowledge and skills while solving real-world problems. This paper presents a work-in-progress study that focuses on the creation of an educational resource that effectively supports teaching and learning crime-scene analysis and evidenced-based inferences in Criminology through simulated crime scenes. The paper describes a participatory design process involving students and academics as co-creators of a VR game, the CrimOPS, it presents the initial prototype derived from this collaboration and preliminary study results.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124896120","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Skill Systems as Expansion in Serious Games for Game-Based Learning","authors":"G. Berger, Giga Tskhvedadze, Johannes Ruhland","doi":"10.23919/iLRN55037.2022.9815912","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815912","url":null,"abstract":"The ROP-Skill System - Model (Random Or Point – Skill System) is developed for higher education with Serious Games in universities. Through this game, we seek to excite students about opportunities in modeling relational databases and employing next-generation science standards so that the game can be tested in universities. We translate the model and implement the ROP-Skill system into a serious escape game for relational databases in Unity.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122454622","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Contextualizing Educational Robotics Programming with Augmented Reality","authors":"Christina Pasalidou, Nikolaos Fachantidis","doi":"10.23919/iLRN55037.2022.9815969","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815969","url":null,"abstract":"The development of technology in recent years has led to the research of innovative tools in education. Technologies, such as Augmented, Virtual, and Mixed Reality can be utilized in immersive environments for educational purposes. Educational Robotics has also been prevalent in K-12 and STEM education. In this paper, we describe a mobile augmented reality learning environment to support robotics programming. An augmented reality application was developed and evaluated by two experts. Two experiments were conducted, including the non-AR and the AR condition. The participants were primary school students. Both observation and interviews were conducted. Our results showed that augmented reality attracts students’ interest in robotics programming, prompts them to participate in the learning process and is easy to use. Limitations and advantages of the AR approach in educational robotics were pointed out. The results indicate that contextualizing robotics with augmented reality is promising and should be further studied.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128221634","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alec M. Bodzin, Robson Araujo Junior, Kenneth Straw, Surui Huang, Benjamin Zalatan, Kathyrn Semmens, D. Anastasio, Tom Hammond
{"title":"Flood Adventures: A Flood Preparedness Simulation Game","authors":"Alec M. Bodzin, Robson Araujo Junior, Kenneth Straw, Surui Huang, Benjamin Zalatan, Kathyrn Semmens, D. Anastasio, Tom Hammond","doi":"10.23919/iLRN55037.2022.9815906","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815906","url":null,"abstract":"Knowledge of how to prepare for flooding remains an important educational need as illustrated by the devastation caused by recent flooding events across the USA and in other global locations. To address this need, we are developing Flood Adventures, a two-stage VR learning game with best practices for flood preparation focusing on how individuals can prepare for flooding and communities can mitigate flood risk. We present our VR game learning model that guides our design and development work. Our prototype development work on the first game stage that focuses on flood preparedness is presented. We conducted usability testing with the initial prototype version of the game with twenty-four adults. Findings from our usability testing found that players used spam clicking strategies during game play. Recommendations to enhance the game are presented.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123868400","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Work-in-Progress—Microscopic Immersion: Dive into the Subcellular Journey","authors":"Sayuri Tanabashi, Toshiyuki Tange","doi":"10.23919/iLRN55037.2022.9815937","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815937","url":null,"abstract":"Immersive learning has currently been incorporated into cell biology learning settings. It is preferable to provide a realistic experience for efficacious learning. This work-in-progress study aims to build the learning materials to envision the subcellular world of cells through raw electron microscopic data of plant cells. Transmission electron microscopic observation and three-dimensional reconstruction were performed after material preparation. The author hopes that learning materials in this work-in-progress study will provide learners with immersive experiences by allowing them to explore organelles within cells by seeing and touching.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"126 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116310582","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Medical & Healthcare Education (MHE)","authors":"","doi":"10.23919/ilrn55037.2022.9815995","DOIUrl":"https://doi.org/10.23919/ilrn55037.2022.9815995","url":null,"abstract":"","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"149 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124152820","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Work-in-Progress—Extended Reality Pilots for Hybrid Learning: a New NUFlex for Northeastern University","authors":"Mark L. Sivak, Jamal Thorne","doi":"10.23919/iLRN55037.2022.9815926","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815926","url":null,"abstract":"The COVID-19 pandemic forced Northeastern University (NU) to pivot to virtual in Spring 2020 and spurred innovations in hybrid learning called NUFlex that were implemented starting in Fall 2020. However, for many courses and topics taught at NU standard hybrid learning is insufficient to create the ideal pedagogical experience for both students and instructors. Extended reality technologies such as augmented, mixed, and virtual reality can be leveraged to make the NUFlex experience more dynamic and immersive. We are developing best practices and pilots that blend XR technologies with course activities through iterative improvement while collecting student reflections, work samples, and survey data, that we present in this Work-in-Progress. We hope that these technologies can be scaled into other courses in the future.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128153478","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Comparing Student-Based Context Priming in Immersive and Desktop Virtual Reality Environments to Increase Academic Performance","authors":"Daniel Hawes, A. Arya","doi":"10.23919/iLRN55037.2022.9815889","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815889","url":null,"abstract":"Research suggests that 3D virtual environments can be designed to prime engagement, creativity, and improve performance on many cognitive tasks. In this paper, we report on a study that compares the efficacy of context (environmental setting) on the priming of these desired effects within Desktop Virtual Reality (DVR) environments compared to Immersive VR (IVR), viewed from within a VR Head Mounted Device (HMD). We presented a 27-minute seminar “The Creative Process of Making an Animated Movie” to 68 participants within 4 different learning spaces: two with IVR (Prime and No Prime) and two with DVR (Prime and No Prime). The priming scenarios for both IVR and DVR environments included subject matter and popular culture visual artifacts related to animated movies and characters placed within a theatre classroom. This was intended to create a situated learning effect. The No Prime condition was presented in a standard classroom theatre without visual artifacts or any subject matter augmentation. A 20-question multiple-choice content test and UX survey were administered following the seminar while an affective questionnaire measuring anxiety and positive affect were provided before and after the seminar. Increased academic performance was observed with a significant difference in both DVR and IVR priming scenarios compared to the no priming conditions.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131142710","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"From Users to Creators: Motivations, Implementation, and Impacts of Augmented and Virtual Reality in Science and Engineering Projects in K-12 Education","authors":"Adelmo Eloy, M. QueirozAnnaC., R. Lopes, M. Zuffo","doi":"10.23919/iLRN55037.2022.9815952","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815952","url":null,"abstract":"Current research on immersive technologies has widely described their application in K-12 settings, with evidence of their goals, approaches, and potential to enhance learning. However, there is a dearth of studies describing those technologies being used as authoring tools by students. This paper investigates how K-12 students apply virtual and augmented reality technologies as tools for designing experiments and solutions for their science and engineering projects. Study 1 analyzed 12 projects presented at a FEBRACE national science fair between 2015 and 2020 and Study 2 investigated, via an online questionnaire, the motivations and challenges from students who worked on those projects. Results include the context in which the projects were developed, motivation for using virtual and augmented reality technologies, fields in which they were applied, and types of software and hardware used. Findings inform how future research can build on those experiences to integrate immersive technologies in K-12 education.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115485679","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Charlotte Larmuseau, Athanasia Symeonidou, Laetitia De Leersnijder, Jelle Demanet
{"title":"Work-in-Progress—Stress and Flow Assessment during a Virtual Reality Fire Extinguishing Training","authors":"Charlotte Larmuseau, Athanasia Symeonidou, Laetitia De Leersnijder, Jelle Demanet","doi":"10.23919/iLRN55037.2022.9815892","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815892","url":null,"abstract":"Firefighters must be trained to deal with stress during firefighting and applying procedures. Aiming to alleviate the limitations in practice opportunities, a virtual reality (VR) application for training on fire extinguishing was developed, allowing for practice in a safe learning environment, while remaining aligned with the real-life training and the corresponding procedures. This work-in-progress paper investigates whether recruits experience stress and flow during the training by means of self-reported and physiological data. The physiological data measured (heart and respiration rate) significantly increased during the VR training, thus confirming arousal. The participants reported experiencing flow but not stress during the training.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"394 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114915435","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}