Framework Element Descriptions
Categories Subcategories Primary studies Framework elements Element aspects Element descriptions
Practical Framework Guideline [PS7] Learning context Pedagogical A set of principles that educational context
Learning objectives Pedagogical A set of instructional  objectives that students should achieve
Pedagogy/heutagogy Pedagogical A set of principles that consider pedagogical aspects
Mobile learning considerations Technological A set of principles for mobile learning design
[PS15] Physical space Technological Components that are essential for capturing the physical environment
User space Technological It includes all components required by the student to access the virtual space
Virtual space Technological It is virtual world of the environment
Model Development [PS2] Distributed Learning Technological It consider adopt next generation networking techniques which enable distributed participants to learn from distributed locations
Information-Centric Systems Engineering (ISCE) principles Technological It emphasizes the adoption of information centric principles while supporting systems engineering approaches
Role of Experts Technological They help create the information models and use-case diagrams (outlined earlier)
Technology based Mediums and Environments Technological It refers to immersive devices and technological support
User Centric Design Technological Use of software design tools, such as class, communication and sequence diagrams (based on the Unified Modeling Language UML)
[PS3] Prototyping stage Technological It measure motivation and enjoyment
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)
Post-launch stage Technological and Pedagogical It analyse the learners' comments on the platform
[PS8] Educational services Pedagogical They complement the virtual content offering support to academic institutions processes
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
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
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
Pro-Acting Engagement Pedagogical It is to stimulate students' mind and emotion to be self-regulated and self-determined learner
Re-Act Engagement Pedagogical Learners will develop personal mental models
Reflecting Engagement Pedagogical Learners practice a sense-making process in which they assess the value of their own perspectives and other learners' perspectives
[PS12] Context Pedagogical It may impact upon the place where learning is undertaken
Learning specifics Pedagogical This dimension involves a process of profiling and modelling the learner and their requirements
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
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
Influences Learning Outcomes [PS1] Context Pedagogical The context is related to learner’s family, educational environment and his/her cultural
Learning Activities Pedagogical Theses activities precede the learning outcomes and they describe the leaner’s active use of the supplied learning material
Learning Outcomes Pedagogical It is the construction of knowledge in the mind of the learner
Teacher Pedagogical Teacher's role impacts on the learning potential
Learning Potential Psychological It defines that motivational factors, cognitive factors, emotional factors and previous experience are connected and influence the learning
Perception & Interpretation Psychological It is related to learners' presence
Instructional Media Technological It is related to quality of the learning and teaching material and to medium that represents the instructional information
[PS4] Immersive Virtual Field Trips Taxonomy Technological It has three components that have guided our design of iVFTs and their evaluation
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
[PS5] Complexity Pedagogical Complexity of what is studied
Interaction Pedagogical Interaction with teachers and other learners
Sense of immersion Psychological Learner feels embedded in a specific situational and geographical context
[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
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
Imagination affordance Psychological It refers to the capacity to creatively picture in one’s mind something nonexistent
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
System satisfaction Psychological It is defined as their overall affective and cognitive evaluation of the pleasurable level of fulfillment experienced with Immersive Visualization System
Interaction affordance Technological The extent to which users can participate in modifying the form and content of a mediated environment in real time
[PS10] Afforded learning tasks Pedagogical These are tasks offered (afforded) by 3D virtual learning environments
Learning benefits Pedagogical They are the affordances resulting from tasks learning performed from 3D virtual learning environments
Construction of identity Psychological It is characteristics of the learner’s experience as a result of these environment characteristics
Co-presence Psychological It is defined as the sense of "being there together" with other geographically dispersed users
Sense of presence Psychological It refer to a user’s perception of "being there"
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
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
[PS11] Achieved learning outcomes Pedagogical Student's performance
Designing for learning Pedagogical Learning requirement, task affordances and learning specification
Learning stages Pedagogical The stages are conceptualisation, construction and dialogue
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
Types different of immersion Technological, Psychological and Pedagogical Empathy, reification and identification
[PS14] Cognitive benefits Pedagogical It refer to better memorization, understanding, application and overall view of the lesson learned
Learning outcomes Pedagogical They are measured by performance achievement, perceived learning effectiveness and satisfaction
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
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
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
Motivation Psychological Student motivation is a potentially important but understudied factor in virtual reality-based learning environment
Presence Psychological It refers to the user’s subjective psychological response to a system
Usability Technological It is measured by perceived usefulness and ease of use
VR features Technological They are measured by representational fidelity and immediacy of control
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
Attitude Psychological It refers to the degree to which a person believes that using a particular system would be free from effort
Perceived ease of use Psychological It is the degree to which a person believes that the use of an information system will be effortless
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
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
Perceived usefulness Psychological The degree to which a person believes that using the system will improve their performance
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
      Mobile self-efficacy Technological An individual’s perceptions of his or her ability to use mobile devices in order to accomplish particular tasks