With the increasingly availability of virtual reality (VR) technology, educators are beginning to recognise is potential in a range of subjects. VR technology offers an immersive space where learners can experience learning content in a virtual scenario. Virtual reality therefore allows a targeted environment to be established where students have the opportunity for a real learning experience in terms of culture, language, geography etc.
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Aims
In order to enable us to reflect on how VR technology can construct situated learning environments, and to offer real-life contexts to promote learners’ use of target knowledge or skills, this project develops a tenable collaborative immersive virtual environment (CIVE) that can engage students in interacting and communicating both inside and outside of the classroom. It examines how CIVE supports the learning process in the classroom. The central focus is on the impact of peer interaction on higher order thinking performance in the collaborative immersive virtual environment.
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Methodology
This project cooperates with teachers and students. They were recruited to use VR technology in their classroom. This study creates a VR supported collaborative learning environments and analyzes the impact of peer interaction on higher-order thinking in the collaborative environment. It employs mixed methods research and uses both quantitative and qualitative approaches to collect and analyse data.
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Results
Presentations
- Presentation at the 6th International Conference of the Immersive Learning Research Network (iLRN2020)
- Presentation at the 11th International Conference of Educational Innovation through Technology (EITT 2022)
Publications-
Huang, X., He, J., & Wang, H. (2020, June). A case study: students’ perception of a collaborative game-based virtual learning environment. In 2020 6th International Conference of the Immersive Learning Research Network (iLRN) (pp. 46-53). IEEE.
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Huang, X. (2022, December). Investigating How to Optimize Immersive Virtual Field Trips in Geography Education. In 2022 Eleventh International Conference of Educational Innovation through Technology (EITT) (pp. 143-150). IEEE.