Johnson-Glenberg Mina C
Department of Psychology, Arizona State University, Tempe, AZ, United States.
Front Robot AI. 2018 Jul 24;5:81. doi: 10.3389/frobt.2018.00081. eCollection 2018.
This article explores relevant applications of educational theory for the design of immersive virtual reality (VR). Two unique attributes associated with VR position the technology to positively affect education: (1) the sense of presence, and (2) the embodied affordances of gesture and manipulation in the 3rd dimension. These are referred to as the two profound affordances of VR. The primary focus of this article is on the embodiment afforded by gesture in 3D for learning. The new generation of hand controllers induces embodiment and agency via meaningful and congruent movements with the content to be learned. Several examples of gesture-rich lessons are presented. The final section includes an extensive set of design principles for immersive VR in education, and finishes with the which are hypothesized to optimize the pedagogy within a lesson.
本文探讨了教育理论在沉浸式虚拟现实(VR)设计中的相关应用。与VR相关的两个独特属性使该技术能够对教育产生积极影响:(1)临场感,以及(2)在三维空间中手势和操作的具身性特征。这些被称为VR的两个深刻特征。本文的主要重点是三维空间中手势所提供的用于学习的具身性。新一代的手持控制器通过与要学习的内容进行有意义且一致的动作来引发具身性和能动性。文中给出了几个富含手势的课程示例。最后一部分包括了一套广泛的教育沉浸式VR设计原则,并以一些假设结束,这些假设旨在优化课程中的教学法。