Authenticity, Interactivity, and Collaboration in VR Learning Games

© 2018 Thompson, Wang, Roy and Klopfer. Decreasing cost and increasing technology access in schools places 3D immersive virtual reality (VR) within the reach of K-12 classrooms (Korbey, 2017). Educators have great interest in incorporating VR into classrooms because they are engaging and often novel...

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Main Authors: Thompson, Meredith M, Wang, Annie, Roy, Dan, Klopfer, Eric
Other Authors: Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing
Format: Article
Language:English
Published: Frontiers Media SA 2021
Online Access:https://hdl.handle.net/1721.1/135144
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author Thompson, Meredith M
Wang, Annie
Roy, Dan
Klopfer, Eric
author2 Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing
author_facet Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing
Thompson, Meredith M
Wang, Annie
Roy, Dan
Klopfer, Eric
author_sort Thompson, Meredith M
collection MIT
description © 2018 Thompson, Wang, Roy and Klopfer. Decreasing cost and increasing technology access in schools places 3D immersive virtual reality (VR) within the reach of K-12 classrooms (Korbey, 2017). Educators have great interest in incorporating VR into classrooms because they are engaging and often novel experiences. However, long-term curriculum development must be positioned on how to best leverage the unique affordances of VR, be informed by theory and research, and integrate VR in meaningful ways that continue to motivate students even after experiences are no longer novel. We propose the theoretical framework of embodied learning and discuss how VR and reflect on current research findings to outline effective applications of VR and provide guidelines in developing educational materials using those tools. We discuss two particular examples: spatial awareness and collaboration. We share our perspectives on the benefits and challenges of applying these principles in a learning game about cellular biology.
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spelling mit-1721.1/1351442022-09-30T00:25:12Z Authenticity, Interactivity, and Collaboration in VR Learning Games Thompson, Meredith M Wang, Annie Roy, Dan Klopfer, Eric Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing © 2018 Thompson, Wang, Roy and Klopfer. Decreasing cost and increasing technology access in schools places 3D immersive virtual reality (VR) within the reach of K-12 classrooms (Korbey, 2017). Educators have great interest in incorporating VR into classrooms because they are engaging and often novel experiences. However, long-term curriculum development must be positioned on how to best leverage the unique affordances of VR, be informed by theory and research, and integrate VR in meaningful ways that continue to motivate students even after experiences are no longer novel. We propose the theoretical framework of embodied learning and discuss how VR and reflect on current research findings to outline effective applications of VR and provide guidelines in developing educational materials using those tools. We discuss two particular examples: spatial awareness and collaboration. We share our perspectives on the benefits and challenges of applying these principles in a learning game about cellular biology. 2021-10-27T20:10:56Z 2021-10-27T20:10:56Z 2018 2019-10-15T15:42:04Z Article http://purl.org/eprint/type/JournalArticle https://hdl.handle.net/1721.1/135144 en 10.3389/FROBT.2018.00133 Frontiers Robotics AI Creative Commons Attribution 4.0 International license https://creativecommons.org/licenses/by/4.0/ application/pdf Frontiers Media SA Frontiers
spellingShingle Thompson, Meredith M
Wang, Annie
Roy, Dan
Klopfer, Eric
Authenticity, Interactivity, and Collaboration in VR Learning Games
title Authenticity, Interactivity, and Collaboration in VR Learning Games
title_full Authenticity, Interactivity, and Collaboration in VR Learning Games
title_fullStr Authenticity, Interactivity, and Collaboration in VR Learning Games
title_full_unstemmed Authenticity, Interactivity, and Collaboration in VR Learning Games
title_short Authenticity, Interactivity, and Collaboration in VR Learning Games
title_sort authenticity interactivity and collaboration in vr learning games
url https://hdl.handle.net/1721.1/135144
work_keys_str_mv AT thompsonmeredithm authenticityinteractivityandcollaborationinvrlearninggames
AT wangannie authenticityinteractivityandcollaborationinvrlearninggames
AT roydan authenticityinteractivityandcollaborationinvrlearninggames
AT klopfereric authenticityinteractivityandcollaborationinvrlearninggames