Abstract
As Immersive Learning research gains traction, questions arise about how educational Virtual and Augmented Realities can be transferred from laboratory settings and pilot projects into everyday teaching. This paper analyzes existing pedagogical frameworks to identify influencing factors and challenges relevant to teaching and learning with immersive learning environments. We distinguish Immersive Learning as individual learning processes supported by immersive technology and Immersive Teaching as the process of teaching with immersive technology. We subsume learner-specific influences (micro-level), teacher- and classroom-specific influences (meso-level) and institutional and governmental factors (macro-level) for Immersive Teaching and Learning. We conclude that, while investigating isolated variables is important for basic research, efforts integrating Virtual and Augmented Reality in everyday classrooms raise new challenges and questions for future research on the complex relationship between various factors.
Original language | English |
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Title of host publication | Proceedings of 2021 7th International Conference of the Immersive Learning Research Network, iLRN 2021 |
Editors | Daphne Economou, Anasol Pena-Rios, Andreas Dengel, Heather Dodds, Markos Mentzelopoulos, Alexander Klippel, Kai Erenli, Mark J. W. Lee, Jonathon Richter |
Publisher | Institute of Electrical and Electronics Engineers |
ISBN (Electronic) | 9781734899528 |
DOIs | |
Publication status | Published - 17 May 2021 |
Event | 7th International Conference of the Immersive Learning Research Network: iLRN 2021 - Virtual, Online, United States Duration: 17 May 2021 → 10 Jun 2021 |
Conference
Conference | 7th International Conference of the Immersive Learning Research Network |
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Abbreviated title | iLRN 2021 |
Country/Territory | United States |
City | Virtual, Online |
Period | 17/05/21 → 10/06/21 |
Keywords
- augmented reality
- educational framework
- immersive learning
- immersive teaching
- virtual reality
ASJC Scopus subject areas
- Arts and Humanities (miscellaneous)
- Human-Computer Interaction
- Media Technology
- Education