Abstract
This chapter explores the two profound affordances of VR for learning; namely (1) the sense of presence attendant with immersive VR, and (2) the active learning associated with movement/gestures in a three-dimensional virtual world. The chapter highlights several theories supporting embodied education and two examples of mediated STEM lessons which have been designed to maximize active learning. The first example explores the journey of redesign when a 2D tablet game is transformed into a 3D immersive VR lesson. The second example optimizes the new generation of hand controllers in VR and uses constructivism as the primary design foundation. The chapter ends with a set of optimal design principles for immersive VR in STEM education. The most important are called the Necessary Nine.
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- 1.
No space is devoted to CAVES in this chapter (environments with projected wall surfaces, or cubes, where reality is never present) because the cost of a CAVE is still prohibitive for most educational settings.
- 2.
This is not to say the distinction between immersion and presence should never be used for MR and/or AR systems. Playing games on smartphones, which are bordered, small screen experiences (not 360) do seem to still induce hours of “presence” in many users.
- 3.
- 4.
The movie is called Amazon Adventure. The funding agency for the assessment tool was National Science Foundation, grant # 1423655. A WebGL version of the game can be played at www.embodied-games.com.
- 5.
Late stage playtesting with colorblind males, revealed that red and green remained poor choices for feedback. Even though we knew this at the onset and tried to compensate with a second feedback signal of shape, i.e., two different icons: heart versus skull. The images were just too small to be easily distinguished, and this needs to be addressed in the next version.
- 6.
In a small usability study, several players reported this model helped them to understand color perception. Whether the task inadvertently supports an incorrect model of “red waves moving through the air” could be explored with a larger and more formalized study. These sorts of issues are always a tension when visualizing abstract phenomena.
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Acknowledgements
Many thanks to James Comstock, Tyler Agte, Dennis Bonilla, the crew at TIMEFIREVR, and Diane Carlson. The 2D version of Natural Selection “Catch a Mimic Game” was funded by NSF grant number 1423655. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author and do not necessarily reflect the views of the National Science Foundation.
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Johnson-Glenberg, M.C. (2019). The Necessary Nine: Design Principles for Embodied VR and Active Stem Education. In: Díaz, P., Ioannou, A., Bhagat, K., Spector, J. (eds) Learning in a Digital World. Smart Computing and Intelligence. Springer, Singapore. https://doi.org/10.1007/978-981-13-8265-9_5
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