Skip to main content

Mobile Virtual Reality: A Promising Technology to Change the Way We Learn and Teach

  • Chapter
  • First Online:
Book cover Mobile and Ubiquitous Learning

Abstract

Even when Virtual Reality (VR) is included in the new technologies set, we have to be conscious about how old is the idea of representing reality in an artificial way. Since centuries ago, human beings have tried to take advantage of synthetic realities in order to make out of them learning tools, because of their capabilities to arise emotions, intrinsic motivation and to make users immersed in what they are trying to learn. Technological evolution and new pedagogical strategies, represented by affordable, high-quality head-mounted displays (HMDs), and neuroeducation, have set a new environment for using mobile VR (mVR) in educational contexts. This renaissance of virtual reality as a disrupting tool for training and education has to be supported by pedagogical innovations with the objective of being global, massive, and effective. The aim of this chapter is to discover how the relationship between VR and education has evolved and its effectiveness along diverse educational stages/topics, since its early approaches to present didactic strategies. In addition, we want to go deeper in how schools could use VR in their pedagogical practice, setting the focus in the manner neuroeducational theories inform VR instructional design. Lastly, we are going to establish a realistic multidimensional baseline (based on hardware and software capabilities, software, economic, and sociocultural conditions and teachers’ skills and motivation) that could effectively promote mVR massive adoption in education.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 99.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 179.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Alcañiz, M., Baños, R., Botella, C., & Rey, B. (2003). The EMMA project: Emotions as a determinant of presence. PsychNology Journal, 1(2), 141–150.

    Google Scholar 

  • Ansari, D., De Smedt, B., & Grabner, R. H. (2012). Neuroeducation—a critical overview of an emerging field. Neuroethics, 5(2), 105–117. http://dx.doi.org/10.1007/s12152-011-9119-3

  • Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., Freitas, S., Louchart, S., … & De Gloria, A. (2015). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46(2), 391–391. doi:http://dx.doi.org/10.1111/bjet.12113.

  • Bellotti, F., Berta, R., & de Gloria, A. (2010). Designing effective serious games: Opportunities and challenges for research. International Journal of Emerging Technologies in Learning, 5(SI3), 22–35. doi:10.3991/ijet.v5s3.1500.

    Google Scholar 

  • Bendis J. E. (2003). A History and Future of Stereoscopy in Education—Instructional Technology & Academic Computing. Case Western Reserve University.

    Google Scholar 

  • Bruer, J. T. (1997). Education and the Brain: A Bridge Too Far. Educational Researcher, 26(8), 4–16.

    Google Scholar 

  • Butler-Kisber, L. (2011). Mind, brain, and education: Implications for educators. Learning Landscapes, 5(1), 1–266.

    Google Scholar 

  • Chittaro, L., & Buttussi, F. (2015). Assessing knowledge retention of an immersive serious game vs. a traditional education method in aviation safety. IEEE Transactions on Visualization and Computer Graphics, 21(4), 529–538. doi:10.1109/TVCG.2015.2391853.

    Article  Google Scholar 

  • Cooper, J. B., & Taqueti, V. R. (2008). A brief history of the development of mannequin simulators for clinical education and training. Postgraduate Medical Journal, 84(997), 70–563. doi:10.1136/qshc.2004.009886.

    Article  Google Scholar 

  • Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10–32. doi:10.1111/j.1467-8535.2009.01038.x.

    Article  Google Scholar 

  • de Freitas, S. & Liarokapis, F. (2011). Serious games: A new paradigm for education? In M. Ma, A. Oikonomou, & L. C. Jain (Eds.), Serious games and edutainment applications (pp. 9–23). London, UK: Springer. doi:http://dx.doi.org/10.1007/978-1-4471-2161-9_2.

  • DeLeskie, R. (2000). The Underwood stereograph travel system: A historical and Cultural analysis (Doctoral dissertation, Concordia University).

    Google Scholar 

  • English, R. (1915). Democritus’ theory of sense perception. Transactions and Proceedings of the American Philological Association, 46, 217–227. doi:10.2307/282943.

    Article  Google Scholar 

  • Fowler, C. (2014). Virtual reality and learning: Where is the pedagogy? British Journal of Educational Technology, 46(2), 412–422. http://dx.doi.org/10.1111/bjet.12135.

  • Freina, L. & Ott, M. (2015). A Literature review on immersive virtual reality in education: State of the art and perspectives. In Conference Proceedings of eLearning and Software for Education (eLSE) (No. 01, pp. 133–141). Universitatea Nationala de Aparare Carol I.

    Google Scholar 

  • Gigante, M. A. (1993) Virtual reality: Definitions, history and applications. In R. A. Earnshaw, M. A. Gigante, & H. Jones (Eds.), Virtual reality systems (pp. 3–14). London, England: Academic Press.

    Google Scholar 

  • Heilig, M. (1962). U.S. Patent No. 3,050,870. Washington, DC: U.S. Patent and Trademark Office.

    Google Scholar 

  • Holmes, O. W. (1904). The stereoscope and stereoscopic photographs. New York: Underwood & Underwood.

    Google Scholar 

  • Huang, H. M., Rauch, U., & Liaw, S. S. (2010). Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171–1182. doi:10.1016/j.compedu.2010.05.014.

    Article  Google Scholar 

  • Immordino-Yang, M. H., & Damasio, A. (2007). We feel, therefore we learn: The relevance of affective and social neuroscience to education. Mind, Brain, and Education, 1(1), 3–10. doi:10.1111/j.1751-228X.2007.00004.x.

    Article  Google Scholar 

  • Immordino-Yang, M. H., & Faeth, M. (2010). The role of emotion and skilled intuition in learning. In D. A. Sousa (Ed.), Mind, brain, and education: Neuroscience implications for the classroom (pp. 69–83). Bloomington, IN: Solution Tree.

    Google Scholar 

  • Mantovani, F. (2001). VR learning: Potential and challenges for the use of 3D environments in education and training. In G. Riva & C. Galimberti (Eds.), Towards cyberpsychology: Mind, cognitions and society in the internet age (pp. 207–226). Amsterdam: IOS Press.

    Google Scholar 

  • McLellan, H. (1996). Virtual realities. In D. Jonassen (Ed.), Handbook of research for educational communications and technology (pp. 457–487). Boston, MA: Kluwer-Nijhoff Publishing.

    Google Scholar 

  • Meltzoff, A. N., Kuhl, P. K., Movellan, J., & Sejnowski, T. J. (2009). Foundations for a new science of learning. Science, 325(5938), 284–288. doi:10.1126/science.1175626.

    Article  Google Scholar 

  • Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29–40. doi:10.1016/j.compedu.2013.07.033.

    Article  Google Scholar 

  • Mora, F. (2013). Neuroeducación. Madrid, Spain: Alianza Editorial.

    Google Scholar 

  • Pantelidis, V. S. (2010). Reasons to use virtual reality in education and training courses and a model to determine when to use virtual reality. Themes in Science and Technology Education, 2(1–2), 59–70.

    Google Scholar 

  • Pereira, A. T. C. (2000). Design de Interfaces para Ambientes Virtuais: como Obter Usabilidade em 3D. Construindo O Espaço Digital, 311–313.

    Google Scholar 

  • Poushter, J. (2016). Smartphone ownership and Internet usage continues to climb in emerging economies. Pew Research Center.

    Google Scholar 

  • Rambusch, J., & Ziemke, T. (2005). The role of embodiment in situated learning. In B. G. Bara, L. Barsalou, & M. Bucciarelli (Eds.), Proceedings of the 27th Annual Conference of the Cognitive Science Society (pp. 1803–1808). Mahwah, NJ: Lawrence Erlbaum.

    Google Scholar 

  • Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., et al. (2007). Affective interactions using virtual reality: the link between presence and emotions. Cyberpsychology, Behavior and Social Networking, 10(1), 45–56. doi:http://dx.doi.org/10.1089/cpb.2006.9993.

  • Salzman, M. C., Dede, C., & Loftin, R. B. (1995). Usability and learning in educational virtual realities. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 39(9), 486–490. http://dx.doi.org/10.1177/154193129503900910

  • Sutherland, I. E. (1968). A head-mounted three-dimensional display. In Proceedings of the December 9–11, 1968, Fall Joint Computer Conference, Part I (pp. 757–764). ACM.

    Google Scholar 

  • Tate, D. L., Sibert, L., & King, T. (1997). Using virtual environments to train firefighters. IEEE Computer Graphics and Applications, 17(6), 23–29. doi:10.1109/38.626965.

    Article  Google Scholar 

  • Visual Education, Teacher’s Guide to the Keystone 600 set. (1922). Meadville, PA: Keystone View Company.

    Google Scholar 

  • Wheatstone, C. (1838). Contributions to the physiology of vision. Part the first. On some remarkable, and hitherto unobserved, phenomena of binocular vision. Philosophical Transactions of the Royal Society of London, 128, 371–394.

    Article  Google Scholar 

  • Winn, W. (1993). A conceptual basis for educational applications of virtual reality. Technical Publication R-93-9, Human Interface Technology Laboratory of the Washington Technology Center. Seattle: University of Washington.

    Google Scholar 

  • Zimmons, P., & Panter, A. (2003). The influence of rendering quality on presence and task performance in a virtual environment. In Proceedings of IEEE Virtual Reality, 2003 (pp. 293–294). IEEE. http://dx.doi.org/10.1109/VR.2003.1191170.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Manuel Contero .

Editor information

Editors and Affiliations

Glossary

Cyber-sickness

sickness resulting from immersion in a virtual reality world.

First-person experience

when you are the subject/author of the action.

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Singapore Pte Ltd.

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Olmos, E., Cavalcanti, J.F., Soler, JL., Contero, M., Alcañiz, M. (2018). Mobile Virtual Reality: A Promising Technology to Change the Way We Learn and Teach. In: Yu, S., Ally, M., Tsinakos, A. (eds) Mobile and Ubiquitous Learning. Perspectives on Rethinking and Reforming Education. Springer, Singapore. https://doi.org/10.1007/978-981-10-6144-8_6

Download citation

  • DOI: https://doi.org/10.1007/978-981-10-6144-8_6

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-10-6143-1

  • Online ISBN: 978-981-10-6144-8

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics