Learning and Teaching in Virtual Reality. Possibilities and Limits of Collaborative Immersive Virtual Environments

Kapitola

Reference

Bailenson, J. N., Yee, N., Patel, K., & Beall, A. C. (2008). Detecting digital chameleons. Computers in Human Behavior, 24(1), 66–87. https://doi.org/10.1016/j.chb.2007.01.015

Barreda-Ángeles, M., & Hartmann, T. (2023). Experiences of Depersonalization/Derealization Among Users of Virtual Reality Applications: A Cross- Sectional Survey. Cyberpsychology, Behavior, and Social Networking, 26(1), 22–27. https://doi.org/10.1089/cyber.2022.0152

Basdogan, C., Sedef, M., Harders, M., & Wesarg, S. (2007). VR-Based Simulators for Training in Minimally Invasive Surgery. IEEE Computer Graphics and Applications, 27(2), 54–66. https://doi.org/10.1109/MCG.2007.51

Bauer, A. C. M., & Andringa, G. (2020). The Potential of Immersive Virtual Reality for Cognitive Training in Elderly. Gerontology, 66(6), 614–623. https://doi.org/10.1159/000509830

Burgess, P. W., Alderman, N., Forbes, C., Costello, A., M. A. Coates, L., Dawson, D. R., Anderson, N. D., Gilbert, S. J., Dumontheil, I., & Channon, S. (2006). The case for the development and use of “ecologically valid” measures of executive function in experimental and clinical neuropsychology. Journal of the International Neuropsychological Society, 12(2), 194–209. https://doi.org/10.1017/S1355617706060310

Cao, S., Nandakumar, K., Babu, R., & Thompson, B. (2020). Game play in virtual reality driving simulation involving head-mounted display and comparison to desktop display. Virtual Reality, 24(3), 503–513. https://doi.org/10.1007/s10055-019-00412-x

Caserman, P., Garcia-Agundez, A., Gámez Zerban, A., & Göbel, S. (2021). Cybersickness in current-generation virtual reality head-mounted displays: Systematic review and outlook. Virtual Reality, 25(4), 1153–1170. https://doi.org/10.1007/s10055-021-00513-6

Döveling, K., & Konijn, E. A. (Eds.). (2021). Routledge international handbook of emotions and media (2nd edition). Routledge. https://doi.org/10.4324/9780429465758

Ebadi, S., & Ebadijalal, M. (2022). The effect of Google Expeditions virtual reality on EFL learners’ willingness to communicate and oral proficiency. Computer Assisted Language Learning, 35(8), 1975–2000. https://doi.org/10.1080/09588221.2020.1854311

Frost, S., Kannis-Dymand, L., Schaffer, V., Millear, P., Allen, A., Stallman, H., Mason, J., Wood, A., & Atkinson-Nolte, J. (2022). Virtual immersion in nature and psychological well-being: A systematic literature review. Journal of Environmental Psychology, 80. https://doi.org/10.1016/j.jenvp.2022.101765

Freina, L., & Ott, M. (2015, April). A literature review on immersive virtual reality in education: state of the art and perspectives. In The international scientific conference elearning and software for education (Vol. 1, No. 133, pp. 10–1007).

Guthridge, R., & Clinton-Lisell, V. (2023). Evaluating the Efficacy of Virtual Reality (VR) Training Devices for Pilot Training. Journal of Aviation Technology and Engineering, 12(2). https://doi.org/10.7771/2159-6670.1286

Han, E., Miller, M. R., DeVeaux, C., Jun, H., Nowak, K. L., Hancock, J. T., Ram, N., & Bailenson, J. N. (2023). People, places, and time: A large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse. Journal of Computer-Mediated Communication, 28(2). https://doi.org/10.1093/jcmc/zmac031

Herrera, F., & Bailenson, J. N. (2021). Virtual reality perspective-taking at scale: Effect of avatar representation, choice, and head movement on prosocial behaviors. New Media & Society, 23(8), 2189–2209. https://doi.org/10.1177/1461444821993121

Herrera, F., Bailenson, J., Weisz, E., Ogle, E., & Zaki, J. (2018). Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective taking. PloS One, 13(10). https://doi.org/10.1371/journal.pone.0204494

Hesse, F., Care, E., Buder, J., Sassenberg, K., & Griffin, P. (2015). A Framework for Teachable Collaborative Problem Solving Skills. In P. Griffin & E. Care (Eds.), Assessment and Teaching of 21st Century Skills (pp. 37–56). Springer Netherlands. https://doi.org/10.1007/978-94-017-9395-7_2

Huang, C. L., Luo, Y. F., Yang, S. C., Lu, C. M., & Chen, A. S. (2020). Influence of Students’ Learning Style, Sense of Presence, and Cognitive Load on Learning Outcomes in an Immersive Virtual Reality Learning Environment. Journal of Educational Computing Research, 58(3), 596–615. https://doi.org/10.1177/0735633119867422

Ihemedu-Steinke, Q., Sirim, D., Erbach, R., Halady, P. & Meixner, G. (2015). Development and Evaluation of a Virtual Reality Driving Simulator. In A. Weisbecker, M. Burmester & A. Schmidt (Eds.), Mensch und Computer 2015 – Workshopband (pp. 491–500). De Gruyter. https://doi.org/10.1515/9783110443905-070

Jochecová, K., Černý, M., Stachoň, Z., Švedová, H., Káčová, N., Chmelík, J., Brůža, V., Kvarda, O., Ugwitz, P., Šašinková, A., Fořtová, N. C., & Šašinka, Č. (2022). Geography Education in a Collaborative Virtual Environment: A Qualitative Study on Geography Teachers. ISPRS International Journal of Geo- Information, 11(3). https://doi.org/10.3390/ijgi11030180

Jung, J., & Ahn, Y. J. (2018). Effects of interface on procedural skill transfer in virtual training: Lifeboat launching operation study: A comparative assessment interfaces in virtual training. Computer Animation and Virtual Worlds, 29(3–4). https://doi.org/10.1002/cav.1812

Káčová, N. (2021). Designing Language Learning and Teaching for Collaborative Immersive Virtual Reality [Bachelor’s thesis, Masaryk University]. IS MUNI. https://is.muni.cz/th/vejb4/

Kothgassner, O. D., & Felnhofer, A. (2020). Does virtual reality help to cut the Gordian knot between ecological validity and experimental control? Annals of the International Communication Association, 44(3), 210–218. https://doi.org/10.1080/23808985.2020.1792790

Kramosilová, S. (2023). The Potential of Virtual Reality to Support Social Presence in Distance Education [Master’s thesis, Masaryk University]. IS MUNI. https://is.muni.cz/th/ko02r/

Lamata, P., Gomez, E. J., Bello, F., Kneebone, R. L., Aggarwal, R., & Lamata, F. (2006). Conceptual Framework for Laparoscopic VR Simulators. IEEE Computer Graphics and Applications, 26(6), 69–79. https://doi.org/10.1109/MCG.2006.125

Lifeliqe. (2021). Discover Lifeliqe VR Dialysis. https://www.lifeliqe.com/blog/discover-lifeliqe-vr-dialysis

Lin, H., Chen, M., & Lu, G. (2013). Virtual Geographic Environment: A Workspace for Computer-Aided Geographic Experiments. Annals of the Association of American Geographers, 103(3), 465–482. https://doi.org/10.1080/00045608.2012.689234

Loomis, J. M., Blascovich, J. J., & Beall, A. C. (1999). Immersive virtual environment technology as a basic research tool in psychology. Behavior Research Methods, Instruments, & Computers, 31(4), 557–564. https://doi.org/10.3758/BF03200735

MacArthur, C., Grinberg, A., Harley, D., & Hancock, M. (2021). You’re Making Me Sick: A Systematic Review of How Virtual Reality Research Considers Gender & Cybersickness. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, 1–15. https://doi.org/10.1145/3411764.3445701

Mado, M., Herrera, F., Nowak, K., & Bailenson, J. (2021). Effect of virtual reality perspective-taking on related and unrelated contexts. Cyberpsychology, Behavior, and Social Networking, 24(12), 839–845. https://doi.org/10.1089/cyber.2020.0802

Makransky, G., & Petersen, G. B. (2021). The Cognitive Affective Model ofImmersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality. Educational Psychology Review, 33(3), 937–958. https://doi.org/10.1007/s10648-020-09586-2

Morélot, S., Garrigou, A., Dedieu, J., & N’Kaoua, B. (2021). Virtual reality for fire safety training: Influence of immersion and sense of presence on conceptual and procedural acquisition. Computers & Education, 166. https://doi.org/10.1016/j.compedu.2021.104145

Moreno, R., & Mayer, R. E. (2002). Learning science in virtual reality multimedia environments: Role of methods and media. Journal of Educational Psychology, 94(3), 598–610. https://doi.org/10.1037/0022-0663.94.3.598

Niehorster, D. C., Li, L., & Lappe, M. (2017). The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research. I-Perception, 8(3), 204166951770820. https://doi.org/10.1177/2041669517708205

Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785–797. https://doi.org/10.1037/edu0000241

Parsons, T. D. (2015). Virtual Reality for Enhanced Ecological Validity and Experimental Control in the Clinical, Affective and Social Neurosciences. Frontiers in Human Neuroscience, 9. https://doi.org/10.3389/fnhum.2015.00660

Peckmann, C., Kannen, K., Pensel, M. C., Lux, S., Philipsen, A., & Braun, N. (2022). Virtual reality induces symptoms of depersonalization and derealization: A longitudinal randomised control trial. Computers in Human Behavior, 131. https://doi.org/10.1016/j.chb.2022.107233

Pelčáková, L. (2022). Teachers’ Perceptions of Using Virtual Reality as a Tool for Enhancing Speaking Skills in ELT [Master´s thesis, Masaryk University].
IS MUNI. https://is.muni.cz/th/g8ene/

PHORIA. (2020). Ecospehere [Computer software]. https://www.meta.com/experiences/2926036530794417/

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778

Riches, S., Elghany, S., Garety, P., Rus-Calafell, M., & Valmaggia, L. (2019). Factors Affecting Sense of Presence in a Virtual Reality Social Environment: A Qualitative Study. Cyberpsychology, Behavior, and Social Networking, 22(4), 288–292. https://doi.org/10.1089/cyber.2018.0128

Rizzo, A. A., Buckwalter, J. G., Bowerly, T., Van Der Zaag, C., Humphrey, L., Neumann, U., Chua, C., Kyriakakis, C., Van Rooyen, A., & Sisemore, D. (2000). The Virtual Classroom: A Virtual Reality Environment for the Assessment and Rehabilitation of Attention Deficits. CyberPsychology & Behavior, 3(3), 483–499. https://doi.org/10.1089/10949310050078940

Šašinka, Č., Šašinková, A., & Juřík, V. (2019). Kolaborativní imerzivní virtuální prostředí jako nástroj pro výzkum interkulturních rozdílů. In Igor Farkaš; Martin Takáč; Peter Gergeľ; Matúš Tomko. Kognícia a umelý život 2019. Bratislava: Univerzita Komenského v Bratislave, pp. 110–111.

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References

Bailenson, J. N., Yee, N., Patel, K., & Beall, A. C. (2008). Detecting digital chameleons. Computers in Human Behavior, 24(1), 66–87. https://doi.org/10.1016/j.chb.2007.01.015

Barreda-Ángeles, M., & Hartmann, T. (2023). Experiences of Depersonalization/Derealization Among Users of Virtual Reality Applications: A Cross- Sectional Survey. Cyberpsychology, Behavior, and Social Networking, 26(1), 22–27. https://doi.org/10.1089/cyber.2022.0152

Basdogan, C., Sedef, M., Harders, M., & Wesarg, S. (2007). VR-Based Simulators for Training in Minimally Invasive Surgery. IEEE Computer Graphics and Applications, 27(2), 54–66. https://doi.org/10.1109/MCG.2007.51

Bauer, A. C. M., & Andringa, G. (2020). The Potential of Immersive Virtual Reality for Cognitive Training in Elderly. Gerontology, 66(6), 614–623. https://doi.org/10.1159/000509830

Burgess, P. W., Alderman, N., Forbes, C., Costello, A., M. A. Coates, L., Dawson, D. R., Anderson, N. D., Gilbert, S. J., Dumontheil, I., & Channon, S. (2006). The case for the development and use of “ecologically valid” measures of executive function in experimental and clinical neuropsychology. Journal of the International Neuropsychological Society, 12(2), 194–209. https://doi.org/10.1017/S1355617706060310

Cao, S., Nandakumar, K., Babu, R., & Thompson, B. (2020). Game play in virtual reality driving simulation involving head-mounted display and comparison to desktop display. Virtual Reality, 24(3), 503–513. https://doi.org/10.1007/s10055-019-00412-x

Caserman, P., Garcia-Agundez, A., Gámez Zerban, A., & Göbel, S. (2021). Cybersickness in current-generation virtual reality head-mounted displays: Systematic review and outlook. Virtual Reality, 25(4), 1153–1170. https://doi.org/10.1007/s10055-021-00513-6

Döveling, K., & Konijn, E. A. (Eds.). (2021). Routledge international handbook of emotions and media (2nd edition). Routledge. https://doi.org/10.4324/9780429465758

Ebadi, S., & Ebadijalal, M. (2022). The effect of Google Expeditions virtual reality on EFL learners’ willingness to communicate and oral proficiency. Computer Assisted Language Learning, 35(8), 1975–2000. https://doi.org/10.1080/09588221.2020.1854311

Frost, S., Kannis-Dymand, L., Schaffer, V., Millear, P., Allen, A., Stallman, H., Mason, J., Wood, A., & Atkinson-Nolte, J. (2022). Virtual immersion in nature and psychological well-being: A systematic literature review. Journal of Environmental Psychology, 80. https://doi.org/10.1016/j.jenvp.2022.101765

Freina, L., & Ott, M. (2015, April). A literature review on immersive virtual reality in education: state of the art and perspectives. In The international scientific conference elearning and software for education (Vol. 1, No. 133, pp. 10–1007).

Guthridge, R., & Clinton-Lisell, V. (2023). Evaluating the Efficacy of Virtual Reality (VR) Training Devices for Pilot Training. Journal of Aviation Technology and Engineering, 12(2). https://doi.org/10.7771/2159-6670.1286

Han, E., Miller, M. R., DeVeaux, C., Jun, H., Nowak, K. L., Hancock, J. T., Ram, N., & Bailenson, J. N. (2023). People, places, and time: A large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse. Journal of Computer-Mediated Communication, 28(2). https://doi.org/10.1093/jcmc/zmac031

Herrera, F., & Bailenson, J. N. (2021). Virtual reality perspective-taking at scale: Effect of avatar representation, choice, and head movement on prosocial behaviors. New Media & Society, 23(8), 2189–2209. https://doi.org/10.1177/1461444821993121

Herrera, F., Bailenson, J., Weisz, E., Ogle, E., & Zaki, J. (2018). Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective taking. PloS One, 13(10). https://doi.org/10.1371/journal.pone.0204494

Hesse, F., Care, E., Buder, J., Sassenberg, K., & Griffin, P. (2015). A Framework for Teachable Collaborative Problem Solving Skills. In P. Griffin & E. Care (Eds.), Assessment and Teaching of 21st Century Skills (pp. 37–56). Springer Netherlands. https://doi.org/10.1007/978-94-017-9395-7_2

Huang, C. L., Luo, Y. F., Yang, S. C., Lu, C. M., & Chen, A. S. (2020). Influence of Students’ Learning Style, Sense of Presence, and Cognitive Load on Learning Outcomes in an Immersive Virtual Reality Learning Environment. Journal of Educational Computing Research, 58(3), 596–615. https://doi.org/10.1177/0735633119867422

Ihemedu-Steinke, Q., Sirim, D., Erbach, R., Halady, P. & Meixner, G. (2015). Development and Evaluation of a Virtual Reality Driving Simulator. In A. Weisbecker, M. Burmester & A. Schmidt (Eds.), Mensch und Computer 2015 – Workshopband (pp. 491–500). De Gruyter. https://doi.org/10.1515/9783110443905-070

Jochecová, K., Černý, M., Stachoň, Z., Švedová, H., Káčová, N., Chmelík, J., Brůža, V., Kvarda, O., Ugwitz, P., Šašinková, A., Fořtová, N. C., & Šašinka, Č. (2022). Geography Education in a Collaborative Virtual Environment: A Qualitative Study on Geography Teachers. ISPRS International Journal of Geo- Information, 11(3). https://doi.org/10.3390/ijgi11030180

Jung, J., & Ahn, Y. J. (2018). Effects of interface on procedural skill transfer in virtual training: Lifeboat launching operation study: A comparative assessment interfaces in virtual training. Computer Animation and Virtual Worlds, 29(3–4). https://doi.org/10.1002/cav.1812

Káčová, N. (2021). Designing Language Learning and Teaching for Collaborative Immersive Virtual Reality [Bachelor’s thesis, Masaryk University]. IS MUNI. https://is.muni.cz/th/vejb4/

Kothgassner, O. D., & Felnhofer, A. (2020). Does virtual reality help to cut the Gordian knot between ecological validity and experimental control? Annals of the International Communication Association, 44(3), 210–218. https://doi.org/10.1080/23808985.2020.1792790

Kramosilová, S. (2023). The Potential of Virtual Reality to Support Social Presence in Distance Education [Master’s thesis, Masaryk University]. IS MUNI. https://is.muni.cz/th/ko02r/

Lamata, P., Gomez, E. J., Bello, F., Kneebone, R. L., Aggarwal, R., & Lamata, F. (2006). Conceptual Framework for Laparoscopic VR Simulators. IEEE Computer Graphics and Applications, 26(6), 69–79. https://doi.org/10.1109/MCG.2006.125

Lifeliqe. (2021). Discover Lifeliqe VR Dialysis. https://www.lifeliqe.com/blog/discover-lifeliqe-vr-dialysis

Lin, H., Chen, M., & Lu, G. (2013). Virtual Geographic Environment: A Workspace for Computer-Aided Geographic Experiments. Annals of the Association of American Geographers, 103(3), 465–482. https://doi.org/10.1080/00045608.2012.689234

Loomis, J. M., Blascovich, J. J., & Beall, A. C. (1999). Immersive virtual environment technology as a basic research tool in psychology. Behavior Research Methods, Instruments, & Computers, 31(4), 557–564. https://doi.org/10.3758/BF03200735

MacArthur, C., Grinberg, A., Harley, D., & Hancock, M. (2021). You’re Making Me Sick: A Systematic Review of How Virtual Reality Research Considers Gender & Cybersickness. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, 1–15. https://doi.org/10.1145/3411764.3445701

Mado, M., Herrera, F., Nowak, K., & Bailenson, J. (2021). Effect of virtual reality perspective-taking on related and unrelated contexts. Cyberpsychology, Behavior, and Social Networking, 24(12), 839–845. https://doi.org/10.1089/cyber.2020.0802

Makransky, G., & Petersen, G. B. (2021). The Cognitive Affective Model ofImmersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality. Educational Psychology Review, 33(3), 937–958. https://doi.org/10.1007/s10648-020-09586-2

Morélot, S., Garrigou, A., Dedieu, J., & N’Kaoua, B. (2021). Virtual reality for fire safety training: Influence of immersion and sense of presence on conceptual and procedural acquisition. Computers & Education, 166. https://doi.org/10.1016/j.compedu.2021.104145

Moreno, R., & Mayer, R. E. (2002). Learning science in virtual reality multimedia environments: Role of methods and media. Journal of Educational Psychology, 94(3), 598–610. https://doi.org/10.1037/0022-0663.94.3.598

Niehorster, D. C., Li, L., & Lappe, M. (2017). The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research. I-Perception, 8(3), 204166951770820. https://doi.org/10.1177/2041669517708205

Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785–797. https://doi.org/10.1037/edu0000241

Parsons, T. D. (2015). Virtual Reality for Enhanced Ecological Validity and Experimental Control in the Clinical, Affective and Social Neurosciences. Frontiers in Human Neuroscience, 9. https://doi.org/10.3389/fnhum.2015.00660

Peckmann, C., Kannen, K., Pensel, M. C., Lux, S., Philipsen, A., & Braun, N. (2022). Virtual reality induces symptoms of depersonalization and derealization: A longitudinal randomised control trial. Computers in Human Behavior, 131. https://doi.org/10.1016/j.chb.2022.107233

Pelčáková, L. (2022). Teachers’ Perceptions of Using Virtual Reality as a Tool for Enhancing Speaking Skills in ELT [Master´s thesis, Masaryk University].
IS MUNI. https://is.muni.cz/th/g8ene/

PHORIA. (2020). Ecospehere [Computer software]. https://www.meta.com/experiences/2926036530794417/

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778

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