{"title":"在学校使用沉浸式技术设计和开展研究:七个观察","authors":"E. Southgate, Shamus P. Smith","doi":"10.1109/KELVAR.2017.7961564","DOIUrl":null,"url":null,"abstract":"This paper documents seven key areas for consideration when designing and conducting research using immersive virtual, augmented and mixed reality technologies in school settings. We provide seven observations drawn from the literature, theory and research experience to offer initial methodological, ethical and practical advice on such research. These observations are designed to prompt a broader interdisciplinary conversation and knowledge-base on school-based research using immersive technologies, so that the educational benefits of the technologies can be fuller realised.","PeriodicalId":184073,"journal":{"name":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Designing and conducting research using immersive technologies in schools: Seven observations\",\"authors\":\"E. Southgate, Shamus P. Smith\",\"doi\":\"10.1109/KELVAR.2017.7961564\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper documents seven key areas for consideration when designing and conducting research using immersive virtual, augmented and mixed reality technologies in school settings. We provide seven observations drawn from the literature, theory and research experience to offer initial methodological, ethical and practical advice on such research. These observations are designed to prompt a broader interdisciplinary conversation and knowledge-base on school-based research using immersive technologies, so that the educational benefits of the technologies can be fuller realised.\",\"PeriodicalId\":184073,\"journal\":{\"name\":\"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)\",\"volume\":\"44 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-03-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/KELVAR.2017.7961564\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/KELVAR.2017.7961564","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Designing and conducting research using immersive technologies in schools: Seven observations
This paper documents seven key areas for consideration when designing and conducting research using immersive virtual, augmented and mixed reality technologies in school settings. We provide seven observations drawn from the literature, theory and research experience to offer initial methodological, ethical and practical advice on such research. These observations are designed to prompt a broader interdisciplinary conversation and knowledge-base on school-based research using immersive technologies, so that the educational benefits of the technologies can be fuller realised.