Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/106790
DC Field | Value | Language |
---|---|---|
dc.contributor | Department of Computing | - |
dc.creator | Li, C | - |
dc.creator | Ip, HHS | - |
dc.date.accessioned | 2024-06-04T07:39:47Z | - |
dc.date.available | 2024-06-04T07:39:47Z | - |
dc.identifier.issn | 1471-8197 | - |
dc.identifier.uri | http://hdl.handle.net/10397/106790 | - |
dc.language.iso | en | en_US |
dc.publisher | Inderscience Publishers | en_US |
dc.rights | Copyright © 2022 Inderscience Enterprises Ltd. | en_US |
dc.rights | This is the accepted manuscript of the following article: Li, C., & Ip, H. H. S. (2022). Defining virtual reality enabled learning. International Journal of Innovation and Learning, 31(3), 291-306, which has been published in final form at https://doi.org/10.1504/IJIL.2022.122128. | en_US |
dc.subject | immersion | en_US |
dc.subject | learner specifics | en_US |
dc.subject | learning outcome | en_US |
dc.subject | pedagogy | en_US |
dc.subject | presence | en_US |
dc.subject | virtual reality | en_US |
dc.title | Defining virtual reality enabled learning | en_US |
dc.type | Journal/Magazine Article | en_US |
dc.identifier.spage | 291 | - |
dc.identifier.epage | 306 | - |
dc.identifier.volume | 31 | - |
dc.identifier.issue | 3 | - |
dc.identifier.doi | 10.1504/IJIL.2022.122128 | - |
dcterms.abstract | Virtual reality (VR), as a set of human-computer interaction (HCI) technologies, allows the creation of computer-generated virtual environments, in which users are free to interact with the environments, virtual objects, agents, or even other users. Previous empirical studies have demonstrated the feasibility and effectiveness of using VR for education. However, the ambiguity in the definition has caused both theoretical and practical obstacles in this research area. This article aims to address this issue by considering the interdisciplinary nature of this research area. Specifically, the term VR-enabled learning is coined here, and the definition of VR-enabled learning is decomposed into five dimensions of concerns, namely immersion, presence, pedagogy, intended learning outcomes, and learner specifics. These five dimensions of concerns should not only help to address the ambiguity in the definition but also serve as a framework to guide the planning and practising of future research studies in VR-enabled learning. | - |
dcterms.accessRights | open access | en_US |
dcterms.bibliographicCitation | International journal of innovation and learning, 2022, v. 31, no. 3, p. 291-306 | - |
dcterms.isPartOf | International journal of innovation and learning | - |
dcterms.issued | 2022 | - |
dc.identifier.scopus | 2-s2.0-85128543940 | - |
dc.identifier.eissn | 1741-8089 | - |
dc.description.validate | 202406 bcch | - |
dc.description.oa | Accepted Manuscript | en_US |
dc.identifier.FolderNumber | a2743 | en_US |
dc.identifier.SubFormID | 48200 | en_US |
dc.description.fundingSource | Self-funded | en_US |
dc.description.pubStatus | Published | en_US |
dc.description.oaCategory | Green (AAM) | en_US |
Appears in Collections: | Journal/Magazine Article |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
Li_Defining_Virtual_Reality.pdf | Pre-Published version | 495.04 kB | Adobe PDF | View/Open |
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