Educational Virtual Field Trips based on Social VR and 360Β° Spaces

September 09, 2024 Β· Declared Dead Β· πŸ› International Conference Games and Learning Alliance

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Authors Surya Kalvakolu, Heinrich SΓΆbke, Jannicke Baalsrud Hauge, Eckhard Kraft arXiv ID 2409.05496 Category cs.HC: Human-Computer Interaction Cross-listed cs.MM Citations 1 Venue International Conference Games and Learning Alliance Last Checked 4 months ago
Abstract
Virtual field trips (VFTs) have proven to be valuable learning tools. Such applications are mostly based on 360Β° technology and are to be characterized as single-user applications in technological terms. In contrast, Social VR applications are characterized by multi-user capability and user-specific avatars. From a learning perspective, the concepts of collaborative learning and embodiment have long been proposed as conducive to learning. Both concepts might be supported using Social VR. However, little is currently known about the use of Social VR for VFTs. Accordingly, the research questions are to what extent VFTs can be implemented in Social VR environments and how these Social VR-based VFTs are perceived by learners. This article presents an evaluation study on the development and evaluation of a VFT environment using the Social VR platform Mozilla Hubs. It describes the design decisions to create the environment and evaluation results from a mixed-method study (N=16) using a questionnaire and focus group discussions. The study highlighted the opportunities offered by Social VR-based VFTs but also revealed several challenges that need to be addressed to embrace the potential of Social VR-based VFTs to be utilized regularly in education.
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