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Authenticity, Interactivity, and Collaboration in VR Learning Games.

Meredith M Thompson1, Annie Wang1, Dan Roy1

  • 1Comparative Media Studies and Writing, Massachusetts Institute of Technology, Cambridge, MA, United States.

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Summary

Virtual reality (VR) in K-12 classrooms can enhance learning through embodied experiences. This study provides a framework and guidelines for effective VR curriculum development to ensure sustained student engagement.

Keywords:
K12 educationcollaborationembodied learninggame based learningimmersive virtual realitystem education

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Area of Science:

  • Educational Technology
  • Cognitive Science

Background:

  • 3D immersive virtual reality (VR) is becoming accessible for K-12 education.
  • Educators are interested in VR for its engaging and novel experiences.
  • Long-term curriculum development is needed to leverage VR's unique affordances and maintain student motivation.

Purpose of the Study:

  • To propose a theoretical framework for using VR in education.
  • To outline effective applications of VR based on research.
  • To provide guidelines for developing educational materials using VR.

Main Methods:

  • Proposing the theoretical framework of embodied learning.
  • Discussing how VR aligns with this framework.
  • Reflecting on current research findings.
  • Examining spatial awareness and collaboration as examples.
  • Analyzing a cellular biology learning game.

Main Results:

  • Embodied learning provides a theoretical basis for VR in education.
  • VR offers unique affordances for enhancing spatial awareness and collaboration.
  • Effective VR integration requires careful curriculum design beyond novelty.

Conclusions:

  • VR can be a powerful tool for K-12 education when integrated thoughtfully.
  • Embodied learning principles can guide the development of effective VR educational content.
  • Further research and practical guidelines are essential for successful VR implementation in classrooms.