Articles:Multimedia learning in Virtual Reality
From unthinkMedia
Virtual Reality is defined as "a set of images and sounds produced by a computer which seem to represent a place or a situation that a person can experience or take part in"
Contents |
Features
- can be explored in real-time
- could interact with objects and events
In the educational sector they are known as Virtual Learning Environment (VLE)
Examples of software
- Superscape
- WorldTookit
- Virtools
Hardware includes
"presence is necessary to support effective use of a virtual environment." (pg. 526)
- Wrap around displays (CAVE)
- Headmount
Note: I feel that presence and full immersion could be accomplished without the need for a head mount display.
Types
- Single User virtual Environment (SVE)
- Collaborative Virtual Environment (CVE)
Learning
Rizzo et al (2000, 2001) list a variety of learning opportunities with virtual environments.
- Social Skills Rehearsal (Cobb, Beardon et al, 2002)
- experimental learning (Bricken 1991; Dede, 1995; Winn, 1993)
- Constructivist perspective (Neile, Brown, cobb, & Wilson, 1999)
Moshell and Hughes (2002)
- constructivist
- constructioninst
- situated learning
Spacial Cognition
- effective internal representation of space
- cognitive mapping skills
Everyday life skills
- social skills
- shopping
Disabilities
May fit with eemio..
- social interaction for ASDs ( http://www.virart.nott.ac.uk/asi/ )
- transfer tested via interview regarding video
- CVE not as successful because they need more scaffolding (Rutten et al., 2003)
affordances
- believed that 3D immersive tech is more motivating then 2D (Loftin, Chen, 1999)
- multisensory
- Spacial ability may limit effectiveness.
limitation
- learning requires guidance, feedback on actions, and collaboration
- does not insure that they will learn
- make connections to the real world
- success may be mistaken for novelty
notes
- design should be directer by pedagogy, not tech
- should be a clear view of how the interaction supports learning
- there needs to be a balance between realism, cognitive load and the technological limitations

