Authoring instructional flow in iVR learning units to promote outcome-oriented learning

Despite the recognized efficacy of immersive Virtual Reality (iVR) in skill learning, the design of iVR-based learning units by subject matter experts (SMEs) based on target requirements is severely restricted. This is partly due to a lack of flexible ways of authoring instruction flows to arrange the learning activities in alignment with the desired learning objectives. Our research provides a workflow design enabling SMEs to author the flow of learning activities developed by the Virtual Reality (VR) developers, with an aim to enable learners achieve desired goals progressively in a virtual environment. Additionally, this outcome-oriented flow authoring utilizes a scalable learning framework that categorizes learning activities into four instructional phases: Introduction , Presentation , Practice , and Application . Such frameworks can be easily integrated into the instruction to plan a class or a series of classes to cover an entire concept or chapter. Using a welding use case, our user study evaluation with 12 experienced welders indicated positive ratings about the usefulness of such workflows for flexible planning of training scenarios. We envision adoption of such methods could facilitate greater and more efficient adoption of the iVR technologies in pedagogical settings.

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Publication Details

Journal
Computers & Education X Reality
Published
2024-08-23
DOI
https://doi.org/10.1016/j.cexr.2024.100074
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58

Funders

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article

Authoring instructional flow in iVR learning units to promote outcome-oriented learning

Mayank Patel, Ananya Ipsita, Asim Unmesh, Karthik Ramani
2 citations
Computers & Education X Reality
Educational Games and Gamification
1.58
article

Authoring instructional flow in iVR learning units to promote outcome-oriented learning

Mayank Patel, Ananya Ipsita, Asim Unmesh, Karthik Ramani
article en
2 citations

Abstract

Despite the recognized efficacy of immersive Virtual Reality (iVR) in skill learning, the design of iVR-based learning units by subject matter experts (SMEs) based on target requirements is severely restricted. This is partly due to a lack of flexible ways of authoring instruction flows to arrange the learning activities in alignment with the desired learning objectives. Our research provides a workflow design enabling SMEs to author the flow of learning activities developed by the Virtual Reality (VR) developers, with an aim to enable learners achieve desired goals progressively in a virtual environment. Additionally, this outcome-oriented flow authoring utilizes a scalable learning framework that categorizes learning activities into four instructional phases: Introduction , Presentation , Practice , and Application . Such frameworks can be easily integrated into the instruction to plan a class or a series of classes to cover an entire concept or chapter. Using a welding use case, our user study evaluation with 12 experienced welders indicated positive ratings about the usefulness of such workflows for flexible planning of training scenarios. We envision adoption of such methods could facilitate greater and more efficient adoption of the iVR technologies in pedagogical settings.

Computers & Education X RealityVol. 5
Purdue University West Lafayette (US)
National Science Foundation
Quality Education
Openalex Percentile: Top 16%
Educational Games and Gamification
1.58
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Authoring instructional flow in iVR learning units to promote outcome-oriented learning — Mayank Patel, Ananya Ipsita, et al. · Computers & Education X Reality (2024) | TGRS Research Map | TGRS