2022 8th International Conference of the Immersive Learning Research Network (iLRN)最新文献

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Work-in-progress—Visualization of Area Units with Augmented Reality 正在进行的工作——用增强现实实现面积单位的可视化
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815951
L. Mueller, Melanie Platz
{"title":"Work-in-progress—Visualization of Area Units with Augmented Reality","authors":"L. Mueller, Melanie Platz","doi":"10.23919/iLRN55037.2022.9815951","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815951","url":null,"abstract":"Area measurement has a high priority in mathematics school education. Nevertheless, many students have problems understanding the concept of area measurement. An AR tool for visualizing square units on objects in the real world is developed to enable teachers to support understanding already in primary school. This work-in-progress paper presents the initial test version and discusses the first teaching experiment results. The students’ feedback and use of the app showed possible adaptations of the AR tool, e.g., that the idea of dynamic geometry could be incorporated in the future.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"9 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":"116981722","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}
引用次数: 0
Workforce Development & Industry Training (WDIT) 劳动力发展和行业培训(WDIT)
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/ilrn55037.2022.9815986
{"title":"Workforce Development & Industry Training (WDIT)","authors":"","doi":"10.23919/ilrn55037.2022.9815986","DOIUrl":"https://doi.org/10.23919/ilrn55037.2022.9815986","url":null,"abstract":"","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"9 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":"125076619","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}
引用次数: 0
An Interactive Chess-Puzzle-Simulation for Computer Science Education 一种用于计算机科学教育的交互式象棋-谜题模拟
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815923
M. Holly, Jan-Heliodor Tscherko, J. Pirker
{"title":"An Interactive Chess-Puzzle-Simulation for Computer Science Education","authors":"M. Holly, Jan-Heliodor Tscherko, J. Pirker","doi":"10.23919/iLRN55037.2022.9815923","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815923","url":null,"abstract":"The hype around the series ”The Queen’s Gambit” led to a boom in playing chess. The game enhances strategic thinking, stimulates intellectual creativity, and improves problem-solving. These skills are increasingly in demand and also essential in the field of computer science (CS). Traditional teaching approaches are often insufficient to teach CS concepts. Interactive and digital experiences can be used to create an exciting, engaging, and realistic learning environment. In this paper, we explore the potential of a chess-based learning approach to increase motivation in CS. The application includes an interactive chess-puzzle simulation to teach the concept of state machines using a chessboard as an input field. We present a study with 35 students for evaluating the students’ motivation, emotions, and workload with a focus on the learning experience. The results indicate a positive impact on the learning process and engage students in learning computer science.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"32 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":"129322111","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}
引用次数: 0
Investigating the Mobile Augmented Reality Acceptance Model with Pre-Service Teachers 职前教师对移动增强现实接受模型的调查
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815972
T. Mikropoulos, Michael Delimitros, G. Koutromanos
{"title":"Investigating the Mobile Augmented Reality Acceptance Model with Pre-Service Teachers","authors":"T. Mikropoulos, Michael Delimitros, G. Koutromanos","doi":"10.23919/iLRN55037.2022.9815972","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815972","url":null,"abstract":"The aim of this study was to investigate the factors that might affect pre-service teachers’ intention to use Mobile Augmented Reality in their future teaching. The Mobile Augmented Reality Acceptance Model (MARAM) was used as the study’s theoretical framework. In addition, this work was a validity study for MARAM. Empirical data was collected from 137 pre-service teachers who had developed their own Mobile Augmented Reality applications during an undergraduate university course. The findings of the regression analysis revealed that the MARAM’s variables can explain the variance of perceived ease of use, perceived usefulness, attitude, and intention to a satisfactory degree. Mobile self-efficacy and facilitating conditions were predictors of perceived ease of use. Both perceived enjoyment and perceived relative advantage were predictors of perceived usefulness. In addition, both perceived usefulness and perceived enjoyment were predictors of attitude. Finally, attitude and perceived usefulness were predictors of pre-service teachers’ intention to use Mobile Augmented Reality in their future teaching. However, perceived ease of use failed to be a predictor of attitude and perceived usefulness. These results have implications for pre-service teachers’ education, school leaders and researchers in the field of augmented reality acceptance models.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"26 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":"127057705","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}
引用次数: 3
VR-Based Context Priming to Increase Student Engagement and Academic Performance 基于vr的情境启动提高学生参与度和学习成绩
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815929
Daniel Hawes, A. Arya
{"title":"VR-Based Context Priming to Increase Student Engagement and Academic Performance","authors":"Daniel Hawes, A. Arya","doi":"10.23919/iLRN55037.2022.9815929","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815929","url":null,"abstract":"Research suggests that virtual environments can be designed to increase engagement and performance on many cognitive tasks. This paper compares the effect of specifically designed 3D environments intended to Prime these effects within Virtual Reality (VR). A 27-minute seminar “The Creative Process of Making an Animated Movie” was presented to 51 participants within three VR learning spaces: two Prime and one No Prime. The Prime conditions included two situated learning environments; an animation studio and a theatre with animation artifacts vs. the No Prime: theatre without artifacts. A 20-question multiple-choice content test, User Experience (UX), and affective (anxiety and positive affect) surveys were completed prior to and immediately after the learning session. Increased academic performance was observed in both Prime conditions compared to the control. UX and affective surveys related to the immersive VR experience were positive, but there were no significant differences observed between the Prime and No Prime conditions in either case.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"58 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":"127223093","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}
引用次数: 0
Work-in-progress—Enhancing Art Appreciation Through Immersive Recreation Games 通过沉浸式娱乐游戏提高艺术欣赏
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815910
J. Warren
{"title":"Work-in-progress—Enhancing Art Appreciation Through Immersive Recreation Games","authors":"J. Warren","doi":"10.23919/iLRN55037.2022.9815910","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815910","url":null,"abstract":"In the study of art, where works often reside in museums or are experienced on screens in classrooms, artistic creation can seem distant and abstract. Although exposing learners to art making by asking them to create art themselves can be a way to facilitate understanding, it can require expensive materials, equipment, and space. Drawing, painting, and sculpture also have steep learning curves. Sloppy Forgeries and Choppy Forgeries VR are two work-in-progress games that attempt to overcome some of these obstacles by exposing players to art making in a fun, lighthearted context with an emphasis on careful observation and coordination.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"72 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":"126104888","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}
引用次数: 0
Work-In-Progress—Virtual Reality for Basic Vocational Training 正在进行中的虚拟现实技术在基础职业培训中的应用
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815980
Teodora Nechita, R. Knaack, M. Berger, Thomas Keller, Elke Brucker-Kley, Janick Michot
{"title":"Work-In-Progress—Virtual Reality for Basic Vocational Training","authors":"Teodora Nechita, R. Knaack, M. Berger, Thomas Keller, Elke Brucker-Kley, Janick Michot","doi":"10.23919/iLRN55037.2022.9815980","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815980","url":null,"abstract":"Virtual Reality as a learning technology has been indicated numerous times to be an evident improvement over conventional learning methods. This work-in-progress paper describes and analyses the didactic and design factors for an effective use of virtual reality for basic vocational training. Guided by pedagogical principles for effective teaching and learning, a prototype of a virtual learning unit for apprentices in the field of electrical installation was developed. The impact of this learning unit on learning success is to be evaluated in an ongoing field study in Switzerland.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"69 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":"127672221","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}
引用次数: 0
Work-in-progress—The Effect of Students’ Perceptions on Intention to use Metaverse Learning Environment in Higher Education 正在进行的工作:高等教育学生知觉对使用虚拟学习环境意向的影响
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815996
Kukhyeon Kim, Eunbyul Yang, J. Ryu
{"title":"Work-in-progress—The Effect of Students’ Perceptions on Intention to use Metaverse Learning Environment in Higher Education","authors":"Kukhyeon Kim, Eunbyul Yang, J. Ryu","doi":"10.23919/iLRN55037.2022.9815996","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815996","url":null,"abstract":"The purpose of this work-in-progress study is to identify the predictiveness of perceived ease to use(PEU), perceived usefulness (PU), perceived enjoyment (PE), and frequency of experience (FE) on the intention to use (IU) a metaverse-based learning environment. A total of 226 undergraduate students participated in the metaverse-based learning using V-story (VirBELA) for a one-semester. Multiple regression was used for data analysis. As a result, PU, PE, and PEU predicted IU in the metaverse-based learning environment. This study empirically analyzed the acceptance factors of learners in a metaverse-based learning environment and is meant as basic data for metaverse research in a learning environment.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"2016 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":"133194939","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}
引用次数: 12
iLRN 2022 Cover Page ilrn2022封面
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/ilrn55037.2022.9815962
{"title":"iLRN 2022 Cover Page","authors":"","doi":"10.23919/ilrn55037.2022.9815962","DOIUrl":"https://doi.org/10.23919/ilrn55037.2022.9815962","url":null,"abstract":"","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"33 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":"133318165","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}
引用次数: 0
A Virtual Learning Model for Virtual Reality and Literature 虚拟现实与文学的虚拟学习模式
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815967
Rachel R. Tatro-Duarte
{"title":"A Virtual Learning Model for Virtual Reality and Literature","authors":"Rachel R. Tatro-Duarte","doi":"10.23919/iLRN55037.2022.9815967","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815967","url":null,"abstract":"This paper posits a learning model for virtual reality and literature and articulates concatenated stages by which participants experience Adaptability, Transitionality, Fusion, Enhancement, and Knowledge Transference. This paper concludes that learning in virtual reality (VR) replicates experiential learning in the physical world.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"14 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":"134284102","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}
引用次数: 0
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