This qualitative study investigated youth perceptions of educational virtual reality (VR) for developing socioemotional skills. A constructivist theoretical framework was utilized to guide the research design according to five key elements: learning in relevant settings, the social negotiation of learning, ownership in learning, multimodal representation, and metacognition. An exploratory case study approach was used. A grade 8 class of 28 students were invited to participate as the co-researchers for this study. The methods for data collection were semi structured artifact analysis, observations, surveys, and interviews. Research activities involved guided exploration of sustainability issues in AltspaceVR, collaborative painting in ...
irtual reality (VR), as an informative medium, possesses the potential to engage students with immer...
This article outlines a case study of a team of secondary school students creating a commercially de...
Abstract This paper puts forward a series of theoretical underpinnings and design considerations fo...
Virtual reality is on its advent of becoming mainstream household technology, as technologies such a...
The purpose of this exploratory case study was to determine what characteristics in a virtual game c...
ABSTRACT The prominence of virtual reality (VR) in the educational field has grown in recent years ...
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts...
Social virtual reality (VR) represents the modern rendition of the metaverse, this dissertation aims...
This mixed method study investigated knowledge and skill development of high school students in a pr...
As a type of virtual learning community, multi-user virtual environments (MUVEs) are not only source...
Virtual reality (VR), an emergent technology, affords experiential content delivery in education by ...
Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program ...
Social competence is necessary for students to interact and attain academic success (Merrill et al.,...
Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could beco...
Empirical thesis.Bibliography: pages 52-55.Chapter 1. Introduction -- Chapter 2. Literature review -...
irtual reality (VR), as an informative medium, possesses the potential to engage students with immer...
This article outlines a case study of a team of secondary school students creating a commercially de...
Abstract This paper puts forward a series of theoretical underpinnings and design considerations fo...
Virtual reality is on its advent of becoming mainstream household technology, as technologies such a...
The purpose of this exploratory case study was to determine what characteristics in a virtual game c...
ABSTRACT The prominence of virtual reality (VR) in the educational field has grown in recent years ...
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts...
Social virtual reality (VR) represents the modern rendition of the metaverse, this dissertation aims...
This mixed method study investigated knowledge and skill development of high school students in a pr...
As a type of virtual learning community, multi-user virtual environments (MUVEs) are not only source...
Virtual reality (VR), an emergent technology, affords experiential content delivery in education by ...
Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program ...
Social competence is necessary for students to interact and attain academic success (Merrill et al.,...
Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could beco...
Empirical thesis.Bibliography: pages 52-55.Chapter 1. Introduction -- Chapter 2. Literature review -...
irtual reality (VR), as an informative medium, possesses the potential to engage students with immer...
This article outlines a case study of a team of secondary school students creating a commercially de...
Abstract This paper puts forward a series of theoretical underpinnings and design considerations fo...