Exploring Immersive Technologies in Learning
J.UCS Special Issue
Anasol Peña-Rios
(BT Research Labs, Ipswich, UK
acpena@ieee.org)
Daphne Economou
(University of Westminster, London, UK
d.economou@westminster.ac.uk)
Markos Mentzelopoulos
(University of Westminster, London, UK
mentzem@westminster.ac.uk)
Immersive technologies have presented very promising opportunities for
innovation in learning. In recent years, they have become more
accessible and we are just beginning to see an increase in their
adoption, addressing user needs in various domain, particularly in
education. At the time of this writing (second quarter, 2020) and
given the global emergency situation that COVID-19 has imposed to the
world, it is more relevant than ever to look at ways to materialise
the promise that they represent, tackling some of the bigger
challenges that the society face. Therefore, we, the community of
scholars and practitioners at the intersection of learning, technology
and game sciences, find ourselves at the centre of a massive
opportunity to demonstrate the potential that Immersive Learning can
bring to support society in this challenging times, as the world
continues to deal with a global health crisis.
This special issue was organised in conjunction with the Immersive
Learning Research Network (iLRN at http://immersivelrn.org/). iLRN is
an international organization of scholars, practitioners and
professionals collaborating to develop a comprehensive research and
outreach agenda that encompasses the breadth and scope of learning
potentialities, affordances and challenges of immersive learning
environments.
We are proud to present this special issue of the Journal of Universal
Computer Science (J.UCS) on Exploring Immersive Technologies in
Learning. While the editors are members of the iLRN community, for
this special issue we solicited contributions from the general public
and the iLRN community. J.UCS is an open-access journal, and following
their ethos, our call for papers was disseminated widely and was open
to any scholar. In addition, we invited authors from the iLRN
community who have published their work in the annual iLRN conference,
but this did not mean that we restricted submissions to this
community.
As a result, we received nineteen submissions in total, from which
seventeen were deemed appropriate for refereeing. After the first
peer-review round eleven were considered for a second revision, and
nine were accepted in the final round (47.37% final acceptance
rate). We had very strong submissions, reflecting the diverse nature
of the topics that explore the uses of immersive technologies in
learning scenarios.
The articles presented in this special issue include practical
accounts such as lessons learned (Nisotis & Kleanthous), assessing
impact (Johnson et al.) and insights of using VR in Higher Education
(Young et al.), STEM teaching (Thompson et al), and authoring tools
(Horst et al.), comparison of technological settings (Han et al.),
novelty approaches to inclusion for people with disabilities (Economou
et al.), and the current state-of-the-art in game-based learning
(Pellas & Mystakidis) and in immersive learning (Beck et al.). A brief
introduction to each of these articles can be found below.
-
In Lessons Learned Using a Virtual World to Support Collaborative
Learning in the Classroom, Louis Nisiotis and Styliani Kleanthous
present empirical findings of several studies that use virtual worlds
for collaborative learning in the classroom, focusing on usefulness,
engagement, motivation and VR support.
- In Assessing the Impact of Game Modalities in Second Language
Acquisition: ELLE the EndLess Learner, Emily K. Johnson, Amy Larner
Giroux, Don Merritt, Gergana Vitanova and Sandra Sousa present a study
to assess different game modalities (and technologies) in second
language acquisition, reporting on learning gains and users'
perception on the learning activity, discussing on playability,
engrossment, enjoyment, gratification, and immersion.
- In Exploring Virtual Reality in the Higher Education Classroom: Using
VR to Build Knowledge and Understanding, Garetht W. Young, Sam Stehle,
Burcin Yazgi Walsh and Egess Tiri provide insights on students'
experience using VR in higher education to observe the learning
impacts of using mixed reality as an immersive, interactive, and
explorative technology to support for Physical Geography students,
addressing some of the challenges from teachers' perspectives.
- In Influence of Virtual Reality on High School Students'
Conceptions of Cells, Meredith Thompson, Annie Wang, Cigdem Uz Bilgin,
Melat Anteneh, Dan Roy, Philip Tan, Rik Eberhart and Eric Klopfer
present a study that evaluates how VR could be used to help with some
of the challenges that students have in understanding abstract
knowledge, discussing the implications of incorporating game-based
approaches and immersive technologies into biology education.
- In Bite-Sized Virtual Reality Learning Applications: A Pattern-Based
Immersive Authoring Environment, Robin Horst, Ramtin
Naraghi-Taghi-Off, Linda Rau, and Ralf Dörner report on the efficacy
of a pattern-based approach to micro-learning using an authoring tool
to design virtual reality learning applications based on the concept
of bite-sized learning.
- In Comparing Collaboration Fidelity between VR, MR and Video
Conferencing Systems: The Effects of Visual Communication Media
Fidelity on Collaboration, Sangsun Han, Kibum Kim, Seonghwan Choi and
Mankyu Sung present a study comparing fidelity in different
technological settings for collaborative activities, focusing on
usefulness and efficiency in solving tasks.
- In Using Serious Games for Learning Sign Language Combining Video,
Enhanced Interactivity and VR, Daphne Economou, Melissa
Gonzalez Russi, ioannis Doumanis, Markos Menthelopoulos, Vassiliki
Bouki and Jeffery Ferguson present their efforts towards the
implementation of a serious game within a virtual reality environment
for teaching British Sign Language (BSL) aiming to increase the
population being able to communicate with people with hearing
disabilities reducing the barriers, and discrimination they face every
day struggling in social interaction.
- In A Systematic Review of Research about Game-based Learning in
Virtual Worlds, Nikolaos Pellas and Stylianos Mystakidis present a
systematic literature review of the current state of knowledge and
practice about game-based learning approaches in virtual worlds from
Primary to Secondary (K-12) until Higher education (HE), proposing
recommendations for game design and development to support learning in
VWs.
- In Finding the Gaps about Uses of Immersive Learning Environments: A
Survey of Surveys, Dennis Beck, Leonel Morgado and Patrick O'Shea
present a systematic review of survey papers in the domain of
Immersive Learning, explaining their rationale for conducting it and
the methodology used, going beyond the technocentric perspectives, and
identifying gaps in the literature, which could be used to guide
future research on uses of immersive learning environments.
We thank the iLRN leadership team, in particular iLRN Scientific
Advisors Professors Christian Gütl and Leonel Morgado, and the J.UCS
consortium, particularly Ms Dana Kaiser for her support and excellent
work in producing this issue. We are indebted to our expert editorial
board, listed below, who graciously volunteered their time and effort
providing with important insights to improve the articles included
here, and which otherwise would not be possible to present this
special issue.
Editorial Board (Reviewers - Alphabetical Order)
- Ahmed Alzahrani, Umm Al-Qura University, KSA
- Alexander Nussbaumer, Graz University of Technology, Austria
- Andri Ioannou, Cyprus University of Technology, Cyprus
- Charalampos Karagiannidis, University of Thessaly, Greece
- Damianos Gavalas, University of the Aegean, Greece
- Emmanuel Ferreyra-Olivares, University of Essex, UK
- Fridolin Wild, Oxford Brookes University, UK
- Giuliana Dettori, Istituto di Tecnologie Didattiche del CNR, Italy
- Indika Perera, University of Moratuwa, Sri Lanka
- Ioannis Doumanis, University of Central Lancashire, UK
- Kai Erenli, UAS bfi Vienna, Austria
- Louis Nisiotis, Sheffield Hallam University, UK
- Malek Alrashidi, University of Tabuk, KSA
- Michael Gardner, University of Essex, UK
- Nikolaos Pellas, University of Western Macedonia, Greece
- Petros Lameras, Coventry University, UK
- Pilar Lacasa, University of Alcalá, Spain
- Wulfrano Arturo Luna-Ramirez, UAM, Mexico
These articles showcase the interdisciplinary nature of immersive
technologies in learning, along with some of the possible benefits and
multiple challenges of adopting them. It is our hope that this special
issue reflects on the promise these technologies portrait, and the
important work that our community does.
Anasol Peña-Rios
Daphne Economou
Markos Mentzelopoulos
Ipswich & London, UK, August 2020
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