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

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Teaching Virtual Reality in Virtual Reality 虚拟现实中的虚拟现实教学
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815930
Keely Canniff, D. Cliburn
{"title":"Teaching Virtual Reality in Virtual Reality","authors":"Keely Canniff, D. Cliburn","doi":"10.23919/iLRN55037.2022.9815930","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815930","url":null,"abstract":"Virtual Reality (VR) technologies have the potential to improve online education for students. This paper reports on a course on the topic of virtual reality using VR technologies and Mozilla Hubs. Findings from student questionnaire responses suggest that students appreciated the unique educational experience of learning about VR in VR and felt more present in VR when compared to other online learning experiences. However, it was noted that using a VR headset made it difficult to take notes and became uncomfortable for some students after long periods of time.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"80 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":"132458549","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: 2
Developing and Evaluating a Multiplayer Game Mode in a Programming Learning Environment 在编程学习环境中开发和评估多人游戏模式
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815973
Alexander Steinmaurer, David Eckhard, Julius Dreveny, C. Gütl
{"title":"Developing and Evaluating a Multiplayer Game Mode in a Programming Learning Environment","authors":"Alexander Steinmaurer, David Eckhard, Julius Dreveny, C. Gütl","doi":"10.23919/iLRN55037.2022.9815973","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815973","url":null,"abstract":"Serious games have an already well-known positive impact on students’ motivation and their learning experience. In computer science education a majority of games and approaches exist, that provide engaging environments for students. On the one hand, these can be games related to learning algorithmic thinking but on the other hand, games to learn coding. Besides single-player games, there are also multiplayer games where players compete against each other or collaboratively work on programming tasks. However, many existing multiplayer games offer pre-defined levels where teachers have limited flexibility and individuality for their students. Additionally, many existing game environments use competitive over collaborative approaches. In our project, we extended an existing game by a multiplayer mode where players work together on coding tasks. The game elements support many coding-related concepts but also computational skills such as sequencing, conditionals, loops, and also advanced topics such as concurrency or dependencies using meaningful levels and tasks. However, we conducted an evaluation including 41 participants in three workshops: two in-class activities with secondary school students and an online activity with computer science students. Within these workshops, the students collaboratively worked on coding tasks within the game environment. Thereby, we observed the communication between the students while working on the tasks. Additionally, we evaluated the students’ attitudes towards collaborative learning. We found out that the in-game chat is barely used while in-class activities, especially when the tasks require only low coordination between players. We also found out, that students learn from each other and are more motivated when working together. With our approach, we want to provide educators with a flexible game environment where students can collaboratively improve their coding skills while solving engaging tasks.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"83 2 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":"131660526","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
Developing an AR Based Tool for Teaching Motion Analysis on Assembly Tasks 基于AR的装配任务运动分析教学工具开发
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815914
Nikolaus Angel, Horst Orsolits, Jose Garcia
{"title":"Developing an AR Based Tool for Teaching Motion Analysis on Assembly Tasks","authors":"Nikolaus Angel, Horst Orsolits, Jose Garcia","doi":"10.23919/iLRN55037.2022.9815914","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815914","url":null,"abstract":"Engineering education courses look into processes, equipment and people in order to prepare students to tackle problems in their careers. In manufacturing industry, it is important to use virtual manufacturing tools to analyse processes. This includes both equipment and people. Assembly operations can involve human operators. Modular arrangements of predetermined time standards MODAPTS is a predetermined motion time system method used to analyse assembly processes. Augmented reality (AR) is increasingly being used for industrial processes as well as in education. AR application have been used for maintenance training as a useful way to overly digital instructions to a trainee whilst being able to look at a real object. This is potential beneficial for education. This paper presents the evaluation of a prototype to test a predetermined time standards model using an AR application. An evaluation was carried out comparing AR-based instructions in tablet and PC monitor and paper-written instructions. The results of evaluating the prototype encourage their use as an educational tool in engineering courses.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"15 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":"132985354","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
Doctoral Colloquium—Utilizing Electroencephalography, Eye Gaze, and Learner Analytics to Examine Student Engagement in a Virtual Reality Classroom 博士讨论会-利用脑电图、眼睛注视和学习者分析来检查学生在虚拟现实教室中的参与度
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815968
Vaishnav Sivaprasad, I. Davidesco, Noah J. Glaser, Kenneth Thompson
{"title":"Doctoral Colloquium—Utilizing Electroencephalography, Eye Gaze, and Learner Analytics to Examine Student Engagement in a Virtual Reality Classroom","authors":"Vaishnav Sivaprasad, I. Davidesco, Noah J. Glaser, Kenneth Thompson","doi":"10.23919/iLRN55037.2022.9815968","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815968","url":null,"abstract":"The gradual shift to online modes of learning has been greatly observed, further accelerated due to the pandemic. As a result of this ongoing shift, understanding how students and instructors engage within online learning environments has emerged as a timely and important topic of investigation. Most prior research on student engagement relies heavily on self-report data, which poses several methodological and conceptual issues. Moreover, most studies on student engagement are conducted in an artificial lab setting which is far removed from the challenges encountered in real-world classrooms. Given these limitations, the proposed project, outlined in this Doctoral Colloquium paper, aims to integrate the use of an immersive virtual reality classroom environment and behavioral, eye gaze, and EEG data to investigate the engagement and learning of undergraduate students.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"66 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":"133896108","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: 2
Inclusion, Diversity, Equity, Access, & Social Justice (IDEAS) 包容、多样性、公平、机会和社会正义(IDEAS)
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/ilrn55037.2022.9815965
{"title":"Inclusion, Diversity, Equity, Access, & Social Justice (IDEAS)","authors":"","doi":"10.23919/ilrn55037.2022.9815965","DOIUrl":"https://doi.org/10.23919/ilrn55037.2022.9815965","url":null,"abstract":"","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"210 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":"114414374","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—Effectiveness of Avatar Guided Instructions and Feedback in the Server Repair and Maintenance Task 正在进行的工作——Avatar引导指令和反馈在服务器维修和维护任务中的有效性
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815927
Sanjay Kumar Dwivedi, César Daniel Rojas Ferrer, Takayuki Fujiwara
{"title":"Work-in-progress—Effectiveness of Avatar Guided Instructions and Feedback in the Server Repair and Maintenance Task","authors":"Sanjay Kumar Dwivedi, César Daniel Rojas Ferrer, Takayuki Fujiwara","doi":"10.23919/iLRN55037.2022.9815927","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815927","url":null,"abstract":"Server maintenance operations require vast knowledge about the functionalities of various devices and their troubleshooting procedures. Workers often have to deal with complex paper manuals. This work-in-progress paper evaluates the effectiveness of a system to bring the onsite human supervisor experience, using an AR-based avatar with pointings gestures and voice instructions to guide the technician. 11 participants were asked to perform the set of instructions both in manual and avatar-based guided settings. A statistical analysis of raw NASATLX supports that the avatar-based guided maintenance system reduces the mental workload when compared to the manual-based maintenance procedures.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"4 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":"114562495","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
Framework for Scalable Content Development in Hands-On Virtual and Mixed Reality Science Labs 框架可扩展的内容开发在动手虚拟和混合现实科学实验室
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815945
Kambiz M. Hamadani, Yuanyuan Jiang, A. Ahmadinia, A. Hadaegh, Juan Moraleja-Garcia, A.E. Mendez, Arshia Shaikh, Andres Lozano, Jane Huang, Ariel Aquino, Ryann Palacio, Maxwell Sheperd
{"title":"Framework for Scalable Content Development in Hands-On Virtual and Mixed Reality Science Labs","authors":"Kambiz M. Hamadani, Yuanyuan Jiang, A. Ahmadinia, A. Hadaegh, Juan Moraleja-Garcia, A.E. Mendez, Arshia Shaikh, Andres Lozano, Jane Huang, Ariel Aquino, Ryann Palacio, Maxwell Sheperd","doi":"10.23919/iLRN55037.2022.9815945","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815945","url":null,"abstract":"Authentic hands-on laboratory research is essential for undergraduate STEM education. Yet the tactile authenticity required to impact affective, cognitive, or psychomotor learning outcomes associated with laboratory training remains underexplored. Virtual and mixed reality (VR/MR) have enabled increasingly realistic hands-on STEM training experiences. However, they still lack authenticity with regard to user manipulation of fully functional and realistic laboratory tools, analysis of realistic (i.e. user-acquired) noisy data, and the application of critical thinking skills to draw conclusions from such noisy (and possible faulty) data. Here we present efforts to develop such an approach while also providing faculty content experts tools for code-free customization of VR/MR training experiences via structured spreadsheets. This approach enables nuanced real-time user feedback on laboratory skills such as proper pipetting or sterile technique which are otherwise difficult to provide. It also offers complete safety from chemical, biological, and radiological hazards and is more cost-effective than a traditional lab. This Hands-On Virtual-Reality (HOVR) Lab platform is uniquely enabling and will be valuable in the physical and life sciences for both research and instructional applications.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"10 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":"125466159","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
Reflecting on Research: a Virtual GLAM Proposal 研究反思:一个虚拟的GLAM提案
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815949
M. Vallance
{"title":"Reflecting on Research: a Virtual GLAM Proposal","authors":"M. Vallance","doi":"10.23919/iLRN55037.2022.9815949","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815949","url":null,"abstract":"Galleries, Libraries, Archives, and Museums (GLAM) are known to embrace new technologies so they can offer a more informative visitor experience, merging physical artifacts with supporting information offered in a digital format. It is proposed that university and corporate research laboratories can take the form of a GLAM if appropriated as a virtual entity. A virtual GLAM can subsequently support a holistic overview of research projects undertaken by associated researchers to ensure academic affinity with the overall research theme and facilitate the planning of future research. The paper describes the development of a virtual GLAM as a Case Study and adopts reflective practice as a lens through which to evaluate 12 years of research projects.","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":"128119470","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
Undergraduate Nursing Students’ Experiences and Perceptions of Self-Efficacy in Virtual Reality Simulations 本科护生在虚拟现实模拟中的自我效能感体验与感知
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815933
Mamta Shah, Christine Gouveia, Benjamin Babcock
{"title":"Undergraduate Nursing Students’ Experiences and Perceptions of Self-Efficacy in Virtual Reality Simulations","authors":"Mamta Shah, Christine Gouveia, Benjamin Babcock","doi":"10.23919/iLRN55037.2022.9815933","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815933","url":null,"abstract":"Immersive virtual reality (VR) simulations are gaining prominence in undergraduate nursing education because they (a) can mimic the dynamism of clinical settings for students, (b) enable educators to scaffold theory-practice integration and multiple skill development, and (c) provide programs with a costeffective curricular solution for supporting clinical practice-readiness. In this paper, we investigate first- and second-year nursing students’ experiences with Simulation Learning System with Virtual Reality (SLS with VR) during a 7-week study in Fall 2020 and assess change in their self-efficacy from pre-post. An inductive thematic analysis of students’ responses revealed that they experienced a heightened sense of engagement in VR, and SLS with VR afforded roleplaying in authentic clinical situations. A statistically significant improvement was found in students’ ratings of self-efficacy variables such as their understanding of content, ability to make clinical judgments, caring for patients, working in teams, and ensuring safety and quality in clinical situations. These findings contribute to a growing body of literature that is focused on supporting nursing education stakeholders to understand and embrace the effectiveness of VR in preparing future nurses for patient well-being and the complexities of health care settings.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"208 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":"127258584","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: 1
Using Virtual Environments to Reveal Teacher Bias Towards Students’ Socioeconomic Status 利用虚拟环境揭示教师对学生社会经济地位的偏见
2022 8th International Conference of the Immersive Learning Research Network (iLRN) Pub Date : 2022-05-30 DOI: 10.23919/iLRN55037.2022.9815955
Iulian Radu, C. Dede, Jennifer Wang, Guanhua Nie, Karan Bhola, Mitch Scuzzarella
{"title":"Using Virtual Environments to Reveal Teacher Bias Towards Students’ Socioeconomic Status","authors":"Iulian Radu, C. Dede, Jennifer Wang, Guanhua Nie, Karan Bhola, Mitch Scuzzarella","doi":"10.23919/iLRN55037.2022.9815955","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815955","url":null,"abstract":"Research suggests that the socioeconomic status (SES) of students plays a role in teacher perceptions, but it is unclear if virtual simulation technologies can detect this bias. In this exploratory study, a convenience sample of former and current teachers was asked to evaluate students’ performance in a virtually simulated classroom environment. Teachers using the virtual classroom exhibited biased judgements when shown students from varying SES backgrounds who made equivalent progress on a literacy task. Most teachers judged low SES students as making more progress than high SES students. Teachers reported feeling immersed in the experience, and immersion was correlated with bias in teacher judgements. This underscores the value of immersive simulations as a mechanism for inducing realistic situations that draw out unconscious biases. This approach may be of particular value when teachers must recognize that they have biases, as a necessary step in unlearning these by practicing unbiased strategies in simulated environments, with the aim of transfer to real world classrooms.","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":"124517647","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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