Educational virtual environments: A ten-year review of empirical research (1999-2009)

dc.contributor.authorMikropoulos, T. A.en
dc.contributor.authorNatsis, A.en
dc.date.accessioned2015-11-24T17:44:28Z
dc.date.available2015-11-24T17:44:28Z
dc.identifier.issn0360-1315-
dc.identifier.urihttps://olympias.lib.uoi.gr/jspui/handle/123456789/14915
dc.rightsDefault Licence-
dc.subjectvirtual realityen
dc.subjectinteractive learning environmentsen
dc.subjectapplications in subject areasen
dc.subjectpedagogical issuesen
dc.subjectrealityen
dc.subjectcomputeren
dc.subjectstudentsen
dc.subjectgamesen
dc.subjectaffordancesen
dc.subjecttechnologyen
dc.subjectteachersen
dc.subjectprojecten
dc.subjecticten
dc.subjectvren
dc.titleEducational virtual environments: A ten-year review of empirical research (1999-2009)en
heal.abstractThis study is a ten-year critical review of empirical research on the educational applications of Virtual Reality (VR). Results show that although the majority of the 53 reviewed articles refer to science and mathematics, researchers from social sciences also seem to appreciate the educational value of VR and incorporate their learning goals in Educational Virtual Environments (EVEs). Although VR supports multisensory interaction channels, visual representations predominate. Few are the studies that incorporate intuitive interactivity, indicating a research trend in this direction. Few are the settings that use immersive EVEs reporting positive results on users' attitudes and learning outcomes, indicating that there is a need for further research on the capabilities of such systems. Features of VR that contribute to learning such as first order experiences, natural semantics, size, transduction, reification, autonomy and presence are exploited according to the educational context and content. Presence seems to play an important role in learning and it is a subject needing further and intensive studies. Constructivism seems to be the theoretical model the majority of the EVEs are based on. The studies present real world, authentic tasks that enable context and content dependent knowledge construction. They also provide multiple representations of reality by representing the natural complexity of the world. Findings show that collaboration and social negotiation are not only limited to the participants of an EVE, but exist between participants and avatars, offering a new dimension to computer assisted learning. Little can yet be concluded regarding the retention of the knowledge acquired in EVEs. Longitudinal studies are necessary, and we believe that the main outcome of this study is the future research perspectives it brings to light. (c) 2010 Elsevier Ltd. All rights reserved.en
heal.accesscampus-
heal.fullTextAvailabilityTRUE-
heal.identifier.primaryDOI 10.1016/j.compedu.2010.10.020-
heal.identifier.secondaryhttp://www.sciencedirect.com/science/article/pii/S0360131510003052-
heal.journalNameComputers & Educationen
heal.journalTypepeer-reviewed-
heal.languageen-
heal.publicationDate2011-
heal.recordProviderΠανεπιστήμιο Ιωαννίνων. Σχολή Επιστημών Αγωγής. Παιδαγωγικό Τμήμα Δημοτικής Εκπαίδευσηςel
heal.typejournalArticle-
heal.type.elΆρθρο Περιοδικούel
heal.type.enJournal articleen

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