82 research outputs found
The Role of Immersive Virtual Reality in Individual Learning
New technologies create opportunities to improve education and, in this way, the individual learning. Due to their certain characteristics, such as immersion (i.e. the total engagement to a specific activity while other attentional demands are ignored), immersive Virtual Reality (VR) systems have the potential to increase the individual learning performance. Modern VR-head mounted displays (e.g. Oculus Rift) and provided controllers allow a new kind of interaction within a virtual environment. Against this background, the construct cognitive absorption (CA) within a learning context emerged. CA consists of five sub- constructs: temporal dissociation, curiosity, enjoyment, control, and immersion. Both, learning and CA, have already been brought together but not within a context of immersive VR. Hence, this study examines learning and its conditions within an immersive VR context by a Grounded Theory approach with 21 qualitative interviews. Implications for theory and design are derived
The Influence of Situational Factors and Gamification on Intrinsic Motivation and Learning
Immersive virtual reality (iVR) is becoming increasingly popular for learning. But how such learning applications are designed is crucial and determines their success. Designing suitable feedback mechanisms in a learning environment manifests through gamification elements. Nevertheless, previous research has shown that the effect of gamification is ambiguous and depends on several aspects. The setting in which the gamification is used can affect the learner\u27s perception of the feedback and, in turn, their motivation. Since learning systems are usually aimed at increasing the user’s learning performance but also their inherent enjoyment of learning, investigating effects on the user’s intrinsic motivation is essential. This study proposes a research model, and an experimental approach is outlined in order to examine how situational factors influence the effect of gamification on intrinsic motivation and learning performance in iVR learning environments
Literaturverwaltungsprogramme an der UB Ilmenau: EndNote und Citavi
Workshop der MitarbeiterInnen der EDV-Abteilungen der wissenschaftlichen Bibliotheken in Thüringen am 04. Mai 2010 an der FHB Schmalkalde
Thomas Valentin: Grabbes letzter Sommer. Roman
Berlin: Aufbau, 1981. 189 p., 5,40 M
Ilmenauer Discovery Tool (IDT) und FH Schmalkalden Bibliothek Discovery Service (FHS BIB DS)
Präsentation zum Workshop der MitarbeiterInnen der EDV-Abteilungen der wissenschaftlichen Bibliotheken in Thüringen am 06.05.2014 an der Ernst-Abbe-Fachhochschule Jen
Neues von den Discovery Systemen IDT und FHS BIB DS
Präsentation zum Workshop der MitarbeiterInnen der EDV-Abteilungen der wissenschaftlichen Bibliotheken in Thüringen am 05.05.2015 an der Forschungsbibliothek Goth
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