Framework Element Descriptions |
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Categories |
Subcategories |
Primary studies |
Framework elements |
Element aspects |
Element descriptions |
Practical
Framework |
Guideline |
[PS7] |
Learning context |
Pedagogical |
A set of principles that
educational context |
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Learning objectives |
Pedagogical |
A set of instructional objectives that students should achieve |
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Pedagogy/heutagogy |
Pedagogical |
A set of principles that
consider pedagogical aspects |
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Mobile learning considerations |
Technological |
A set of principles for mobile
learning design |
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[PS15] |
Physical space |
Technological |
Components that are essential
for capturing the physical environment |
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User space |
Technological |
It includes all components
required by the student to access the virtual space |
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Virtual space |
Technological |
It is virtual world of the
environment |
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Model Development |
[PS2] |
Distributed Learning |
Technological |
It consider adopt next
generation networking techniques which enable distributed participants to
learn from distributed locations |
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Information-Centric Systems
Engineering (ISCE) principles |
Technological |
It emphasizes the adoption of
information centric principles while supporting systems engineering
approaches |
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Role of Experts |
Technological |
They help create the information
models and use-case diagrams (outlined earlier) |
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Technology based Mediums and
Environments |
Technological |
It refers to immersive devices
and technological support |
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User Centric Design |
Technological |
Use of software design tools,
such as class, communication and sequence diagrams (based on the Unified
Modeling Language UML) |
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[PS3] |
Prototyping stage |
Technological |
It measure motivation and
enjoyment |
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Planning and design stage |
Technological and Pedagogical |
It refer to four-dimensional
framework for designing and evaluating immersive learning experience proposed
by De Freitas et al. (2010) |
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Post-launch stage |
Technological and Pedagogical |
It analyse the learners'
comments on the platform |
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[PS8] |
Educational services |
Pedagogical |
They complement the virtual
content offering support to academic institutions processes |
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User roles |
Pedagogical |
The roles define the actions of
the user and their learning process, in the reverse part of virtual reality
determines the type of interaction and content available and its associated
educational services |
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Platform |
Technological |
The platform selection
determines the degree of interaction and content that can be presented to the
user within in virtual reality learning environments |
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VR learning environments
features |
Technological and Pedagogical |
The objective is that users
achieve their learning objectives through immersive learning |
Theoretical
Framework |
Design of Learning Activities |
[PS6] |
Acting Engagement |
Pedagogical |
It is the personal roadmap to
build meaningful understanding of course materials |
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Pro-Acting Engagement |
Pedagogical |
It is to stimulate students'
mind and emotion to be self-regulated and self-determined learner |
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Re-Act Engagement |
Pedagogical |
Learners will develop personal
mental models |
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Reflecting Engagement |
Pedagogical |
Learners practice a sense-making
process in which they assess the value of their own perspectives and other
learners' perspectives |
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[PS12] |
Context |
Pedagogical |
It may impact upon the place
where learning is undertaken |
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Learning specifics |
Pedagogical |
This dimension involves a
process of profiling and modelling the learner and their requirements |
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Pedagody |
Pedagogical |
This dimension analyses the
pedagogic perspective of the learning activities, and includes a
consideration of the kinds of learning and teaching models adopted alongside
the methods for supporting the learning processes |
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Representation |
Technological |
This this dimension outlines the
representation itself, how interactive the learning experience needs to be,
what levels of fidelity are required and how immersive the experience needs
to be |
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Influences Learning Outcomes |
[PS1] |
Context |
Pedagogical |
The context is related to
learner’s family, educational environment and his/her cultural |
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Learning Activities |
Pedagogical |
Theses activities precede the
learning outcomes and they describe the leaner’s active use of the supplied
learning material |
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Learning Outcomes |
Pedagogical |
It is the construction of
knowledge in the mind of the learner |
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Teacher |
Pedagogical |
Teacher's role impacts on the
learning potential |
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Learning Potential |
Psychological |
It defines that motivational
factors, cognitive factors, emotional factors and previous experience are
connected and influence the learning |
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Perception & Interpretation |
Psychological |
It is related to learners'
presence |
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Instructional Media |
Technological |
It is related to quality of the
learning and teaching material and to medium that represents the
instructional information |
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[PS4] |
Immersive Virtual Field Trips
Taxonomy |
Technological |
It has three components that
have guided our design of iVFTs and their evaluation |
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SENsing-ScAlability Trade-off
contInuUM (SENSATIUM) |
Technological |
It reflects the sensing
capabilities and resulting interaction opportunities of different immersive
technologies and, more importantly, the associated costs |
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[PS5] |
Complexity |
Pedagogical |
Complexity of what is studied |
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Interaction |
Pedagogical |
Interaction with teachers and
other learners |
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Sense of immersion |
Psychological |
Learner feels embedded in a
specific situational and geographical context |
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[PS9] |
Learning outcomes |
Pedagogical |
Users’ academic performance
because it is a direct and relatively objective indicator for evaluating the
effect of employing IVS for collaborative learning |
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Aesthetic experience |
Psychological |
It refers to users’ awareness of
how to proceed and of what counts as the fulfillment of the purposes and
objectives being pursued within a system |
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Imagination affordance |
Psychological |
It refers to the capacity to
creatively picture in one’s mind something nonexistent |
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Immersion affordance |
Psychological |
It refers to the mental state of
total absorption in the virtual environment enabled by, in addition to a high
degree of real-time interaction, the rich information perceived through
multiple sensory channels |
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System satisfaction |
Psychological |
It is defined as their overall
affective and cognitive evaluation of the pleasurable level of fulfillment
experienced with Immersive Visualization System |
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Interaction affordance |
Technological |
The extent to which users can
participate in modifying the form and content of a mediated environment in
real time |
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[PS10] |
Afforded learning tasks |
Pedagogical |
These are tasks offered
(afforded) by 3D virtual learning environments |
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Learning benefits |
Pedagogical |
They are the affordances
resulting from tasks learning performed from 3D virtual learning environments |
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Construction of identity |
Psychological |
It is characteristics of the
learner’s experience as a result of these environment characteristics |
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Co-presence |
Psychological |
It is defined as the sense of
"being there together" with other geographically dispersed users |
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Sense of presence |
Psychological |
It refer to a user’s perception
of "being there" |
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Learner interaction |
Technological |
It consists of embodied actions
including view control, navigation and object manipulation, embodied verbal
and non-verbal communication, control of environment attributes and
behaviourm and construction of objects and scripting of object behaviours |
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Representational fidelity |
Technological |
It consists of realistic display
of environment, smooth display of view changes and object motion, consistency
of object behaviour, user representation, spatial audio and kinaesthetic and
tactile force feedback |
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[PS11] |
Achieved learning outcomes |
Pedagogical |
Student's performance |
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Designing for learning |
Pedagogical |
Learning requirement, task
affordances and learning specification |
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Learning stages |
Pedagogical |
The stages are
conceptualisation, construction and dialogue |
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Dalgarno and Lee's model |
Technological and Psychological |
It is composed by
representational fidelity, learner interaction, construction of identity,
sense of presence, co-presence, afforded learning tasks, learning benefits |
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Types different of immersion |
Technological, Psychological and
Pedagogical |
Empathy, reification and
identification |
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[PS14] |
Cognitive benefits |
Pedagogical |
It refer to better memorization,
understanding, application and overall view of the lesson learned |
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Learning outcomes |
Pedagogical |
They are measured by performance
achievement, perceived learning effectiveness and satisfaction |
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Reflective thinking |
Pedagogical |
It defined as active,
persistent, and careful consideration of any belief or supposed form of
knowledge in the light of the grounds that support it and the conclusion to
which it tends |
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Student characteristics |
Pedagogical |
Student factors that could
affect the learning outcomes include demographics, language, communication
skills, learning styles, spatial abilities, problem solving styles, attitudes
toward technology, cognitive styles, cognitive needs, computer anxiety and
technology experience |
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Control and active learning |
Psychological |
They are akin to involvement is
a psychological state experienced as a consequence of focusing one’s
attention on a coherent set of related activities and stimuli |
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Motivation |
Psychological |
Student motivation is a
potentially important but understudied factor in virtual reality-based
learning environment |
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Presence |
Psychological |
It refers to the user’s
subjective psychological response to a system |
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Usability |
Technological |
It is measured by perceived
usefulness and ease of use |
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VR features |
Technological |
They are measured by
representational fidelity and immediacy of control |
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Influences Teacher's Intention |
[PS13] |
Intention |
Pedagogical |
The degree to which a person
believes that using a particular system would enhance his or her job
performance |
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Attitude |
Psychological |
It refers to the degree to which
a person believes that using a particular system would be free from effort |
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Perceived ease of use |
Psychological |
It is the degree to which a
person believes that the use of an information system will be effortless |
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Perceived enjoyment |
Psychological |
The extent to which the activity
of using the computer is perceived to be enjoyable in its own right, apart
from any performance consequences that may be anticipated |
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Perceived relative advantage |
Psychological |
It refers to the degree to which
an innovation is seen as better than the idea, program, or product it
replaces |
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Perceived usefulness |
Psychological |
The degree to which a person
believes that using the system will improve their performance |
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Facilitating conditions |
Technological |
It refers to the degree to which
an individual believes that an organizational and technical infrastructure
exists to support the use of the system |
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Mobile self-efficacy |
Technological |
An individual’s perceptions of
his or her ability to use mobile devices in order to accomplish particular
tasks |
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