Creators, classrooms, and cells : designing for the benefits and limitations of learning in immersive virtual reality
Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Comparative Media Studies/Writing, May, 2020
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Format: | Thesis |
Language: | eng |
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Massachusetts Institute of Technology
2020
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Online Access: | https://hdl.handle.net/1721.1/127661 |
_version_ | 1811084340310835200 |
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author | Wang, Annie |
author2 | Eric Klopfer. |
author_facet | Eric Klopfer. Wang, Annie |
author_sort | Wang, Annie |
collection | MIT |
description | Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Comparative Media Studies/Writing, May, 2020 |
first_indexed | 2024-09-23T12:49:11Z |
format | Thesis |
id | mit-1721.1/127661 |
institution | Massachusetts Institute of Technology |
language | eng |
last_indexed | 2024-09-23T12:49:11Z |
publishDate | 2020 |
publisher | Massachusetts Institute of Technology |
record_format | dspace |
spelling | mit-1721.1/1276612021-07-17T02:05:06Z Creators, classrooms, and cells : designing for the benefits and limitations of learning in immersive virtual reality Wang, Annie Eric Klopfer. Massachusetts Institute of Technology. Department of Comparative Media Studies. Massachusetts Institute of Technology. Department of Comparative Media Studies MIT Comparative Media Studies/Writing Comparative Media Studies. Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Comparative Media Studies/Writing, May, 2020 Cataloged from the official PDF of thesis. Includes bibliographical references (pages 91-100). In the last few years, the perception of virtual reality (VR) has shifted from an entertaining novelty to an increasingly mainstream technological medium. However, the methods of creating and assessing high-fidelity immersive VR for learning remain nascent. With the growing demands for change in the 21st-century American education system, it is increasingly important for designers and developers to approach the topic of VR for K-12 learning thoughtfully yet critically. This thesis grounds VR within the greater context of technology-mediated learning by examining its affordances, relevant educational frameworks, and cognitive limitations through the academic lenses of pedagogy, cognitive science, and educational psychology. It then utilizes a case study, the CLEVR project, to trace an in-depth example of an ongoing VR game through user feedback, data analysis, and iterative game design. Ultimately, I use findings generated from the CLEVR project to develop recommendations for designing and integrating VR into K-12 classrooms, with the hopes of informing current and future designers about balancing VR's affordances with learning outcomes in order to develop successful immersive learning experiences. by Annie Wang. S.M. in Comparative Media Studies S.M.inComparativeMediaStudies Massachusetts Institute of Technology, Department of Comparative Media Studies/Writing 2020-09-21T16:42:08Z 2020-09-21T16:42:08Z 2020 2020 Thesis https://hdl.handle.net/1721.1/127661 1192966594 eng MIT theses may be protected by copyright. Please reuse MIT thesis content according to the MIT Libraries Permissions Policy, which is available through the URL provided. http://dspace.mit.edu/handle/1721.1/7582 152 pages application/pdf Massachusetts Institute of Technology |
spellingShingle | Comparative Media Studies. Wang, Annie Creators, classrooms, and cells : designing for the benefits and limitations of learning in immersive virtual reality |
title | Creators, classrooms, and cells : designing for the benefits and limitations of learning in immersive virtual reality |
title_full | Creators, classrooms, and cells : designing for the benefits and limitations of learning in immersive virtual reality |
title_fullStr | Creators, classrooms, and cells : designing for the benefits and limitations of learning in immersive virtual reality |
title_full_unstemmed | Creators, classrooms, and cells : designing for the benefits and limitations of learning in immersive virtual reality |
title_short | Creators, classrooms, and cells : designing for the benefits and limitations of learning in immersive virtual reality |
title_sort | creators classrooms and cells designing for the benefits and limitations of learning in immersive virtual reality |
topic | Comparative Media Studies. |
url | https://hdl.handle.net/1721.1/127661 |
work_keys_str_mv | AT wangannie creatorsclassroomsandcellsdesigningforthebenefitsandlimitationsoflearninginimmersivevirtualreality |