Immersive learning

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Immersive learning is a learning method which students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book. The motivations of using virtual reality (VR) for teaching contain: learning efficiency, time problems, physical inaccessibility, limits due to a dangerous situation and ethical problems. [1]

Contents

Types of immersive learning

Technical aspect

Most of the immersive learning activities are supported by virtual tools including augmented reality (AR), virtual reality (VR), and virtual learning environment (VLE). Immersive VR here specifically refers to the occasions where participants feel "being there" in a virtual place. [2] For educational purpose, the most mentioned virtual projects include Second Life, [3] [4] CAVE VR system, [5] AET Zone [6] are being used in a wide range of disciplines.

Among all the technical tools supporting immersive learning, the CAVE, which defined as a room-like environment with projection screens is well discussed. The CAVE was first studied by the University of Illinois's Electronic Visualization Lab in 1992, [7] which allows huge screens to involve a large number of audiences. Sherman and Craig [8] define CAVE as a theater-like VR venue, which is visually created by computer-generated imagery. Most of the CAVEs today contain 3-6 walls (including ceiling and floor), shaped as a cube or cylinder. It is supported with multisensory channels for human-content interaction, mainly visual, also produces other sensory engagements such as tactile, audio and smell. [9] At this stage, visual and spatial audio appear to be the most-used combination to achieve a certain level of immersion.

Cognitive aspect

The term textual immersion is used to describe this kind of cognitive immersion, as everyone has the so-called daydream, to image themselves actually being in the story and become the protagonist. This phenomenon is described as getting lost, involved, or drawn into a story, by imagination or other media engagement such as literature and film.

Immersion is also considered by Murray [10] as an experience that create a more than reality world, which is structured by the audience's own cognition. Also, within Ryan's [11] book, the cognitive immersion created by narrative is categorized into three kinds: spatial immersion, temporal immersion and emotional immersion.

Sensory simulations play an essential role to achieve mental immersion, with the combination of primary and secondary senses. The audio engagement within visual stories is welcomed as a way to achieve presence (telepresence), as music helps to arouse emotional factors such as happiness and anger, peacefulness and intense.

Areas of applications

For educational purposes, simulations start to engage as a teaching tool to convey knowledge in an immersive way. [12] They take advantage from the characteristics belongs to simulations such as engaging and entertaining, to teach art, history, geography and zoology. Among the purposes of learning, the educational theories vary from constructivist, constructionist, and situated.

All the three types of learning are well served by simulations, as they support a wide range of free exploration and construction. In general, simulations could also improve knowledge retention and student motivation.

Skill training

Skill training here refers to the training with a certain level of professional skills for adults. Immersive learning supports the simulation of being in a dangerous or unusual environment, as a safe and effective way for training employees. For forklift truck training, [13] the research team built an immersive CAVE-based VR to simulates the accidents. For the operator training, [14] some plant scenarios such as routine operations and emergency response can be trained within the same CAVE-like space, it also allows multi-players to do the teamwork.

Medication

Immersive learning usually appears to simulate the accident which need immediate medical support, including heart attack and syncope. Practical studies can be found both in universities and medication agencies, in 3D stereo anatomy teaching, [15] an immersive environment to learn anatomy is built for medical students. Instead of the boring 2D textbook, students are allowed to move the real human parts modelling with a monitor, the visual display also allow zoom-in to browse more details. Further related studies could be found in several research agencies including Harvardmedsim, [16] Autism Treatment [17] and Healthy Simulation. [18]

Art and design

The needs of teaching art and design ask for a lower level of real-scene simulation, but a higher demand of emotional context and atmosphere. Virtual technics could benefit the teaching and learning activity as it provides essential support for exploration-based learning. Art exploration, which transforms the static art to dynamic art, see VR as a media of expression, also as an open place allow discussion and teamwork. Particularly, studies could be found in the area of innovative teaching to use VR as the tool.

Business

Business simulations allow students to apply textbook theories in a lifelike entrepreneurial environment. These simulations primarily operate as complex computer games wherein students start and run their own businesses. Many business simulations allow students to compete against each other, creating a unique and unpredictable market. Students learn how to research customer preferences, build brands, anticipate their competitors actions, and adjust strategies and tactics as they go. Immersive business simulations have been shown to improve engagement and knowledge integration.

Effectiveness of learning

The effectiveness of immersive learning appears in several ways:

The immersive learning activity has a high level of compatibility, to allow complex teaching tasks including role-playing, free-exploration, narrative and after-course evaluation. [21] In some occasions like medication and skill training, physical tool engagements are also functional to better simulate a real scene, such as use patient models in first aid period.

Online immersive tools

Narrative website

Narrative website is one of the typical online tools to support immersive learning. It usually appears in the area of visual storytelling, display page of exhibition and historical websites. The storytelling is well-designed to answer the needs of information dissemination and emotional resonance, usually with the support of visual, audio and dynamic design.

For such use case, the Openlearn [22] virtualized a story to enhance the user's sense of substitution by making choices, the Awge [23] simulated a platform of game boy to get visitors immersed. And the Active Theory [24] produces a controllable 3D modeling which could interact with the mouse.

Interactive video

Within immersive learning, interactive video usually remains as an instrument to make one website or platform interactive and fun. Under some educational purpose, interactive video could function as increasing learning interest and reducing the learning costs. Through clicking and dragging, the interactive video splits complex tasks into small and simple operations, the logic between small tasks is usually build through narrative. Typical examples could be found within the interactive video which introduce Virus, [25] and the art study in Nexus studios. [26]

See also

Related Research Articles

Multimedia is a form of communication that uses a combination of different content forms, such as writing, audio, images, animations, or video, into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which feature little to no interaction between users. Popular examples of multimedia include video podcasts, audio slideshows, and animated videos. Multimedia also contains the principles and application of effective interactive communication, such as the building blocks of software, hardware, and other technologies. The five main building blocks of multimedia are text, image, audio, video, and animation. The first building block of multimedia is the image, which dates back 15,000 to 10,000 B.C. with concrete evidence found in the Lascaux caves in France. The second building block of multimedia is writing, which was first scribed in stone or on clay tablets and was mostly about three things. Property, conquest, and religion. Writing was soon abstracted from visual images into symbols that represented the sounds we make with our mouths. Thanks to the Egyptians, writing was evolved and transferred from stone to Papyrus. A cheaper but more fragile canvas derived from strips of the papyrus root grown on the Nile River.

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

<span class="mw-page-title-main">Simulation</span> Imitation of the operation of a real-world process or system over time

A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in which simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Another way to distinguish between the terms is to define simulation as experimentation with the help of a model. This definition includes time-independent simulations. Often, computers are used to execute the simulation.

Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

<span class="mw-page-title-main">Mixed reality</span> Merging of real and virtual worlds to produce new environments

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.

<span class="mw-page-title-main">Interactive media</span> Digital media which make use of moving images, animations, videos and audio

Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video and audio. Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction.

Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

Immersion into virtual reality (VR) is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

<span class="mw-page-title-main">Educational video game</span> Video game genre

An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.

An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:

Augmented learning is an on-demand learning technique where the environment adapts to the learner. By providing remediation on-demand, learners can gain greater understanding of a topic while stimulating discovery and learning. Technologies incorporating rich media and interaction have demonstrated the educational potential that scholars, teachers and students are embracing. Instead of focusing on memorization, the learner experiences an adaptive learning experience based upon the current context. The augmented content can be dynamically tailored to the learner's natural environment by displaying text, images, video or even playing audio. This additional information is commonly shown in a pop-up window for computer-based environments.

Virtual worlds are playing an increasingly important role in education, especially in language learning. By March 2007 it was estimated that over 200 universities or academic institutions were involved in Second Life. Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life". Many mainstream language institutes and private language schools are now using 3D virtual environments to support language learning.

<span class="mw-page-title-main">Astronaut training</span> Preparing astronauts for space missions

Astronaut training describes the complex process of preparing astronauts in regions around the world for their space missions before, during and after the flight, which includes medical tests, physical training, extra-vehicular activity (EVA) training, procedure training, rehabilitation process, as well as training on experiments they will accomplish during their stay in space.

<span class="mw-page-title-main">Toby Howard</span>

Toby L. J. Howard is an Honorary Reader in the Department of Computer Science at the University of Manchester in the UK. He was appointed Lecturer in 1985, and was Director of Undergraduate Studies in the Department 2011–2019. He retired from the University in 2020 and was appointed to an Honorary position.

Extended reality (XR) is an umbrella term to refer to augmented reality (AR), virtual reality (VR), and mixed reality (MR). The technology is intended to combine or mirror the physical world with a "digital twin world" able to interact with it, giving users an immersive experience by being in a virtual or augmented environment.

Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment. The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students. These facets of virtual reality have found applications within the primary education sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.

<span class="mw-page-title-main">Virtual reality game</span> Video game played in virtual reality

A virtual reality game or VR games is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through head-mounted display unit or headset with stereoscopic displays and one or more controllers.

<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

There are many applications of virtual reality. Applications have been developed in a variety of domains, such as education, architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts, healthcare and clinical therapies, heritage and archaeology, occupational safety, social science and psychology.

Virtual reality is the creation of a three-dimensional, interactive environment. With this technology, users are able to move through this developed simulation, as if it is real.

Cinematic virtual reality (Cine-VR) is an immersive experience where the audience can look around in 360 degrees while hearing spatialized audio specifically designed to reinforce the belief that the audience is actually in the virtual environment rather than watching it on a two-dimensional screen. Cine-VR is different from traditional Virtual Reality which uses computer generated worlds and characters more akin to interactive gaming engines, while cine-VR uses live images captured thorough a camera which makes it more like film.

References

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Further reading