Xuesong Zhai, Yulian Sun, Minjuan Wang, F. Asmi, W. Cai, Xiaoyan Chu
{"title":"Exploring the Effect of Virtual Reality with Haptics on Educational Research: A Meta-analysis From 2010 to 2020","authors":"Xuesong Zhai, Yulian Sun, Minjuan Wang, F. Asmi, W. Cai, Xiaoyan Chu","doi":"10.23919/iLRN55037.2022.9815893","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815893","url":null,"abstract":"Virtual reality (VR) not only expands the learning field and enriches the learning experience, but also provides an effective presentation for scarce educational resources. However, because VR mainly depends on image processing technology, its application in the field of education mostly stays at the level of knowledge observation, and many challenges are gradually exposed, such as untimely interaction and weak sense of existence. In recent years, haptics has gradually become the development frontier of human-computer interaction, breaking through the limitation of single visual stimulation of VR to a great extent. Some researchers began to explore the teaching mode of VR with haptics, in order to mobilize learners’ multi-sensory stimulus responses such as hearing, touch, force and movement, and enhance learners’ on-the-spot experience and flow experience. In order to deeply explore the effectiveness of VR with haptics in teaching and explore the regulatory variables affecting this teaching method, 1646 academic papers published from 2010 to 2020 were screened based on WOS and Scopus databases. After meta-analysis of 50 selected research data, it is found that: (1) from the perspective of overall effect, VR with haptics can significantly improve learners’ learning performance and efficiency; (2) Through the analysis of the effects of three regulatory variables, it is found that VR with touch has a positive impact on learning performance; VR with haptics has a positive impact on learning efficiency, especially for learners who have no previous learning experience and take practical skills as their learning goal for a long time. This discovery provides an important data reference for building an effective “virtual reality with haptics” teaching scene.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"265 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":"116238014","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—Developing Materials Science Experiments Using Augmented Reality: How Much Reality is Needed?","authors":"M. Bourguet, W. Ye, Mariajose Romero-González","doi":"10.23919/iLRN55037.2022.9815921","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815921","url":null,"abstract":"This work-in-progress paper presents two Augmented Reality applications for teaching fractography. The first application has little connection with reality, whereas the second application has a strong anchoring and dependency with reality: students need to have prepared physical lab samples to trigger the display of virtual elements on their phone. Student feedback reveals a tension with the teacher’s view on how much reality is needed. Where the teacher sees the use of physical samples to assess laboratory skills, many students view Augmented Reality as a learning complement on the theoretical rather than the experimental aspects of fractography.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"143 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":"122912425","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–Virtual Reality Integration into Geography Education: A Case Study of Physical Geography","authors":"Christian Mejía, Ming-Hsiang Tsou, Minjuan Wang","doi":"10.23919/iLRN55037.2022.9815963","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815963","url":null,"abstract":"This paper is about the creation, deployment, and refinement of a smartphone-based virtual reality geographic environment for an entry-level geography course. The topics covered will be the development of the virtual reality prototype, the problems and solutions in implementation, the results of its deployment, and future development of this line of study.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"55 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":"128850778","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":"Doctoral Colloquium—Building Intertextual Connections with Secondary Students in Minecraft","authors":"Tracey Cole, Jim Shifflett","doi":"10.23919/iLRN55037.2022.9815903","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815903","url":null,"abstract":"This Doctoral Colloquium design case documents the initial development of a literature-themed overworld and two representative locations for students to explore within Minecraft: Education Edition. This innovative design aims to highlight the potential for secondary English students to experience exploratory learning and practice collaborative world-building and intertextual literary analysis.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"13 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":"126426842","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}
Geoffrey Augutis, Linda Pfeiffer, Brendan Jacobs, Michael A. Cowling
{"title":"Work-in-Progress–Factors that Lead to Successful Technology Programs in Schools","authors":"Geoffrey Augutis, Linda Pfeiffer, Brendan Jacobs, Michael A. Cowling","doi":"10.23919/iLRN55037.2022.9815964","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815964","url":null,"abstract":"Digital Literacy (formerly ICT Capability) is one of the seven general capabilities outlined in the Australia curriculum designed to equip young people with the knowledge, skills, behaviours, and dispositions to live and work in the twenty-first century. Whilst opinion commonly supports the premise that there is a need to prepare our children for a digital world, successfully deploying such programs in schools has been fragmented. In this paper we explore some common factors that lead to a program being successful and identify key areas that require deeper investigation and adoption into practice. This work-in-progress paper will be exploring technology as an educational affordance across curriculum areas rather than a specific subject area. This content will provide a foundation for what factors have been proven to be important in a technology program and where further development is required.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"34 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":"127294937","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}
C. Boel, Tijs Rotsaert, N. Vleeschouwer, M. Valcke, D. Struyf, T. Schellens
{"title":"SAVR – Design and Evaluation of an Immersive Virtual Reality Serious Game on Hazard Perception in Technical and Vocational Education","authors":"C. Boel, Tijs Rotsaert, N. Vleeschouwer, M. Valcke, D. Struyf, T. Schellens","doi":"10.23919/iLRN55037.2022.9815899","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815899","url":null,"abstract":"Technical and vocational secondary school students take internships in enterprises as part of their training. As such, they are often confronted with hazardous situations, such as contact with chemical substances, operating specialist machinery or in potentially dangerous working conditions. Students therefore need to be prepared in the school setting, prior to their internship experience. To address this challenge an immersive virtual reality serious game was developed. Students’ perceptions of the effectiveness of the game were assessed using a survey. Targeted variables were presence, design, interest and usefulness. Students positively evaluated all measures, suggesting an immersive virtual reality serious game is a useful instrument in teaching hazard perception in technical and vocational secondary education.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"48 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":"127583664","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}
A. Barrett, Nuodi Zhang, Fengfeng Ke, Jewoong Moon, Zlatko Sokolikj
{"title":"Work-in-progress—Developing an Evidence-Centered Model for Computational Thinking in Virtual Worlds with Children with Autism","authors":"A. Barrett, Nuodi Zhang, Fengfeng Ke, Jewoong Moon, Zlatko Sokolikj","doi":"10.23919/iLRN55037.2022.9815999","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815999","url":null,"abstract":"This work-in-progress paper reports on the establishment of preliminary reliability for a domain-agnostic evidence-centered assessment model to measure computational thinking (CT) in an online virtual world. Preliminary reliability was established between two researchers through manually coding 800 minutes of recorded learning sessions and over 350 minutes of consultation. Participants were three adolescents diagnosed with autism spectrum disorder. Findings indicate an acceptable level of reliability between the two coders, opening the way to more extensive application of the model in future studies.","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":"114852230","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":"An Augmented Reality Training Application for Service and Maintenance of a Medical Analyzer: A UX Approach to Usefulness and User Satisfaction","authors":"Liana-Dorina Møsbæk, Thomas Bjørner","doi":"10.23919/iLRN55037.2022.9815890","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815890","url":null,"abstract":"This paper presents an experimental study on a mobile augmented reality application for immersive training of field engineers in service and maintenance of a medical analyzer (AQT90FLEX). Based on approaches from user experience design, we developed an AR training application with the aim of high level of relevance, ease of use, usefulness, user satisfaction, and learnability. Sixteen field engineers from the multinational company Radiometer participated in the study. The procedure was divided into three iterative stages: design, prototype, and evaluation. The methods consisted of questionnaires, interviews, and co-creation. The questionnaire was inspired by the technology acceptance model. The findings revealed that all the field engineers expressed positive feedback in terms of being able to see, train, and practice on the AQT90FLEX analyzer. Especially the usefulness and user satisfaction were positively evaluated. This study also shows the importance of using mixed methods, both qualitative and quantitative approaches, in order to develop an AR training application for field engineers across the world.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"28 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114135018","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":"Doctoral Colloquium—Artmaking: From a Hands-On Process to a VR Translation","authors":"Maritina Keleri, D. Economou, Jeffrey Ferguson","doi":"10.23919/iLRN55037.2022.9815907","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815907","url":null,"abstract":"In this doctoral colloquium a time when our lives become increasingly virtual, art follows. This research investigates the potential framework where the creative process in visual arts could be equally effective and intuitive in a virtual environment. This paper presents the main research questions of this PhD study. It describes the proposed methodology to answer those questions and identify a potential toolkit of existing VR platforms which could act as an analogue counterpart for the artist in a virtual environment.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"266 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":"123109697","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}
Laura E. Speir, Ruan du Plessis, D. Oprean, Sarah M. Jacquet
{"title":"Work-in-Progress—Developing an Undergraduate Geology Virtual Field Environment","authors":"Laura E. Speir, Ruan du Plessis, D. Oprean, Sarah M. Jacquet","doi":"10.23919/iLRN55037.2022.9815993","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815993","url":null,"abstract":"This work-in-progress paper documents the development of a desktop-based virtual field environment (VFE) to enable students and park visitors to explore the geological processes that have shaped Rock Bridge Memorial State Park, Columbia, Missouri, USA. Our rapid design process utilized a suite of pre-existing tools, allowing greater focus on the intended learning goals. Prototype implementation revealed limitations on integrating assessment into the VFE and has guided further development utilizing the educational platforms ThingLink and Articulate Storyline. This VFE addresses a paucity in virtual scientific education experiences relating to regional geology within the US midcontinent.","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":"129585120","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}