Augmenting Learning through Virtual Reality Applications in Education
Augmenting Learning through Virtual Reality Applications in Education
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Date
2022-09
Authors
Sharma, Ramesh Chander
Sharma, Yashpaul
Editor
Corporate Author
Journal Title
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Volume Title
Publisher
Commonwealth of Learning (COL)
Report/Paper Number
Abstract
PCF10 Sub-theme: Inspiring Innovations // Pedagogy of student engagement embodies creativity, student autonomy, engagement, and metacognition. We have been working on developing a framework for transformed pedagogies by designing and creating virtual reality experiences for learners. These transformative learning experiences enable learners to learn creatively by exploring and experimenting; as active citizen by making choices, taking decisions, and solving problems; engaging intellectually by generating ideas; reflecting on their own learning, and by learning how to learn through metacognition. We created virtual immersive experiences for the students using real-world content (360-degree media), synthetic content (computer-generated), or a mix of these two. Our work involved creating virtual reality content for places of historical interest in New Delhi and other parts of India. Our work is a type of high-end virtual reality low-end extended reality. We are exploring the usability of this framework in different discipline areas within the framework of theory of cognitive fit and situated learning theory, which allow a greater degree of student engagement for life-enriching experiences. We shall discuss our work we created as virtual reality-based content and its impact on enhancing learning. // Paper ID 7986
Description
Subject
Virtual Reality,
Pedagogy,
Transformative Learning,
Educational Technology
Country
India
Region
Asia