413 research outputs found

    Immersive learning research

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    Editorial. Material for the special issue "Immersive Learning Research" of the Journal of Universal Computer Science.Welcome to the Journal of Universal Computer Science (J.UCS) special issue organized by the Immersive Learning Research Network (iLRN) following the 2017 iLRN conference. This issue includes eight papers on the focused topic "Immersive Learning Research", including extended versions of papers presented at iLRN 2017 and articles from the public call for papers.info:eu-repo/semantics/publishedVersio

    Immersive Learning Research Network

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    Computer games have now been around for over three decades and the term serious games has been attributed to the use of computer games that are thought to have educational value. Game-based learning (GBL) has been applied in a number of different fields such as medicine, languages and software engineering. Furthermore, serious games can be a very effective as an instructional tool and can assist learning by providing an alternative way of presenting instructions and content on a supplementary level, and can promote student motivation and interest in subject matter resulting in enhanced learning effectiveness. REVLAW (Real and Virtual Reality Law) is a research project that the departments of Law and Computer Science of Westminster University have proposed as a new framework in which law students can explore a real case scenario using Virtual Reality (VR) technology to discover important pieces of evidence from a real-given scenario and make up their mind over the crime case if this is a murder or not. REVLAW integrates the immersion into VR as the perception of being physically present in a non-physical world. The paper presents the prototype framework and the mechanics used to make students focus on the crime case and make the best use of this immersive learning approach

    Immersive learning research from the perspective of its researchers and practitioners: questionnaire validation and early results from a survey on a conceptual framework for the field

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    Immersive learning research is a field of study that emphasizes diversity of scholarship and subject areas. This diversity presents a challenge for understanding the breadth and depth of the field of immersive learning, a challenge that led to the Immersive Learning Research Network’s call for the community of immersive learning researchers to develop a conceptual framework supporting a common understanding of this diverse field - The Immersive Learning Knowledge Tree. However, this structure has not had its underlying assumptions validated by the larger, diverse community of immersive learning researchers and practitioners. Thus, we developed, validated, and disseminated across associations of the field a questionnaire for analyzing the assumptions, structure, and relevance of the Knowledge Tree proposal. Early results point towards overwhelming agreement from the community on the premise that the field of immersive learning research is muddled/fragmented, the current knowledge partially disjointed, specifically among different disciplines (Q3), due to its interdisciplinary nature. There are also strong indications supporting the premise that researchers active in the field of immersive learning research desire to combine their efforts with others.info:eu-repo/semantics/publishedVersio

    Towards an immersive learning knowledge tree: a conceptual framework for mapping knowledge and tools in the field

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    iLRN 2021. Online and in Virtual Reality (17 May - 10 June, 2021)The interdisciplinary field of immersive learning research is scattered. Combining efforts for better exploration of this field from the different disciplines requires researchers to communicate and coordinate effectively. We call upon the community of immersive learning researchers for planting the Knowledge Tree of Immersive Learning Research, a proposal for a systematization effort for this field, combining both scholarly and practical knowledge, cultivating a robust and ever-growing knowledge base and methodological toolbox for immersive learning. This endeavor aims at promoting evidence-informed practice and guiding future research in the field. This paper contributes with the rationale for three objectives: 1) Developing common scientific terminology amidst the community of researchers; 2) Cultivating a common understanding of methodology, and 3) Advancing common use of theoretical approaches, frameworks, and models.info:eu-repo/semantics/publishedVersio

    Unifying protocols for conducting systematic scoping reviews with application to immersive learning research

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    The progress of immersive learning research as a field requires a clear vision of its status, of the current knowledge being produced and of the open problems and gaps. Typical survey efforts however suffer from lack of systematization, providing a scattered perspective of the field. We have combined the literature on conducting systematic scoping reviews and applied it to the field, presenting the resulting protocol. It contributes a clarification on the sequence of steps and processes for delineating a gap, finding the evidence and depart from it to conduct literature reviews.This work is co-financed by the ERDF – European Regional Development Fund through the Operational Programme for Competitiveness and Internationalization - COMPETE 2020 and the Lisboa 2020 under the PORTUGAL 2020 Partnership Agreement, and through the Portuguese National Innovation Agency (ANI) as a part of project CHIC POCI-01-0247-FEDER-024498. And also by national funds through the FCT – Fundação para a Ciência e a Tecnologia, I.P., as part of project UID/CED/00194/2019, SCReLProginfo:eu-repo/semantics/publishedVersio

    Protocolo para revisões de âmbito

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    Recurso adaptado de: Morgado, L., & Beck, D. (2020). Unifying Protocols for Conducting Systematic Scoping Reviews with Application to Immersive Learning Research. 2020 6th International Conference of the Immersive Learning Research Network (ILRN), 155–162. https://doi.org/10.23919/iLRN47897.2020.9155093Este protocolo adapta e generaliza a várias áreas do conhecimento, para as unidades curriculares de metodologias de investigação que leciono, o protocolo que desenvolvi com o Prof. Dennis Beck, da Universidade do Arkansas, para realizar revisões sistemáticas de âmbito da literatura científica. Propostas de melhoria podem ser enviadas por e-mail diretamente ao autor.N/

    iLRN 2018 Main Conference Preface

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    iLRN 2018. Conferência realizada em Missoula, MT, USA, de 24-29 de junho de 2018.ILRN 2018 was the fourth annual international conference of the Immersive Learning Network. It followed on from the inaugural conference held in Prague in July 2015, the second conference held in Santa Barbara in June 2016, and the third conference held in Coimbra, Portugal, in 2017. In response to the increasingly accessible and powerful range of VR and AR technology, the vision of the iLRN is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances, and challenges of immersive learning environments. To achieve this, the iLRN invites and hosts scientists, practitioners, organizations, and innovators across many disciplines to explore, describe, and apply the optimal use of immersive worlds and environments for educational purposes. The annual conference aims to explain and demonstrate how these immersive learning environments best work. In 2018, 21 formal papers were received for the main conference and after a rigorous reviewing process six were selected for this Springer publication (28% acceptance rate). The authors of these papers come from institutions located in Brazil, Germany, the UK, and the USA (Florida, Texas, California). The main conference papers cover a range of interesting topics in some depth, providing useful information for other educators and researchers. Alvarez-Molina et al. report on how video games can help players develop their musical skills and illustrate this by creating and evaluating a music-video game that aims to improve the key skill of pitch recognition. Bakri et al. investigate the subjective perception of the fidelity of 3D cultural heritage artifacts on the Web and how this affects the user experience. De León reports on the promising results of utilizing problem-based learning for bridging theory and practice in teacher preparation programs through the use of immersive, ill-structured problems in a multi-user virtual environment that simulates a real school. Feenan draws upon 10 years of studies into the use of digital game-based learning as the basis of an analysis that recommends a five-pronged approach to the successful use of games to support social resiliency skills for students in a fast-changing world. Johnson and Sullivan describe a pilot study that identifies three key strategies for making students feel more comfortable and productive in an experimental game design class. Queiroz et al. present a literature review of learning outcomes from using fully HMD-based IVE in primary/K-12 education, highlighting relevant studies, identifying gaps, and providing insights for use in further research. This informative and fascinating collection of papers reflects the emerging and valuable possibilities of immersive learning research. We know you will find many points of interest and use in the well-presented reports in this collection. Finally, we strongly encourage you to join ILRN and contribute your own insights and research to the community.info:eu-repo/semantics/publishedVersio

    Identifying immersive environments’ most relevant research topics: an instrument to query researchers and practitioners

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    This paper provides an instrument for ascertaining researchers’ perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a set of previously-identified challenges and expert feedback cycles. The paper details the motivation, setup, and methods employed, as well as the issues detected in the cycles and how they were addressed while developing the instrument. As a research instrument, it aims to be employed across diverse communities of research and practice, helping direct research efforts and hence contribute to wider use of immersive environments in learning, and possibly contribute towards the development of news and more adequate systems.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/publishedVersio

    Research priorities in immersive learning technology: the perspectives of the iLRN community

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    This paper presents the perspectives of the immersive learning research network community on the relevance of various challenges to the adoption of immersive learning technology, along three dimensions: access, content production, and deployment. Using a previously validated questionnaire, we surveyed this community of 622 researchers and practitioners during the summer of 2018, attaining 54 responses. By ranking the challenges individually and within each dimension, the results point towards higher relevance being placed on aspects that link immersive environments with learning management systems and pedagogical tasks, alongside aspects that empower non-technical users (educational actors) to produce interactive stories, objects, and characters.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/acceptedVersio
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