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👌VR Affordances - Coggle Diagram
👌VR Affordances
5 Affordances of VLE's (virtual learning environments) (Dalgarno and Lee, 2010)
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2: Use VLE's to facilitate experiential learning tasks that would be impractical or impossible to undertake in the real world
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- Use VLE's to improved transfer of knowledge and skills to real situations through real world contextualization of learning
5: Use VLE's to lead to a greater sense of co-presence that will bring about more effective collaborative learning
4 instances where VR is most advantageous (Bailenson, 2016)
Impossible—E.g., you cannot change skin color easily, but in VR you can inhabit avatars with different skin colors with profound results (Banakou et al., 2016; Hasler et al., 2017).
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Counterproductive—You should not cut down an entire forest to instruct on the problems of deforestation.
General Guidelines - Design for Learning in VR(Johnson-Glenberg, 2018)
Onboarding
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Introduce User Interface (UI) components judiciously, fewer is better
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Instruction
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Give players unobtrusive, immediate, and actionable feedback
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2 profound affordances (Johnson-Glenberg, 2018)
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Embodiment and the subsequent agency associated with manipulating content (Barsalou, 2008)