Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/106790
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dc.contributorDepartment of Computing-
dc.creatorLi, C-
dc.creatorIp, HHS-
dc.date.accessioned2024-06-04T07:39:47Z-
dc.date.available2024-06-04T07:39:47Z-
dc.identifier.issn1471-8197-
dc.identifier.urihttp://hdl.handle.net/10397/106790-
dc.language.isoenen_US
dc.publisherInderscience Publishersen_US
dc.rightsCopyright © 2022 Inderscience Enterprises Ltd.en_US
dc.rightsThis 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.subjectimmersionen_US
dc.subjectlearner specificsen_US
dc.subjectlearning outcomeen_US
dc.subjectpedagogyen_US
dc.subjectpresenceen_US
dc.subjectvirtual realityen_US
dc.titleDefining virtual reality enabled learningen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage291-
dc.identifier.epage306-
dc.identifier.volume31-
dc.identifier.issue3-
dc.identifier.doi10.1504/IJIL.2022.122128-
dcterms.abstractVirtual 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.accessRightsopen accessen_US
dcterms.bibliographicCitationInternational journal of innovation and learning, 2022, v. 31, no. 3, p. 291-306-
dcterms.isPartOfInternational journal of innovation and learning-
dcterms.issued2022-
dc.identifier.scopus2-s2.0-85128543940-
dc.identifier.eissn1741-8089-
dc.description.validate202406 bcch-
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumbera2743en_US
dc.identifier.SubFormID48200en_US
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryGreen (AAM)en_US
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