VR and Theories of Learning
VR and Theories of Learning
VR and Theories of Learning
Tiffany LEUNG
School of Computing, Queen’s University
Kingston, ON, Canada
Farhana ZULKERNINE
School of Computing, Queen’s University
Kingston, ON, Canada
Haruna ISAH
School of Computing, Queen’s University
Kingston, ON, Canada
1. INTRODUCTION
Researchers in various disciplines have studied the use of VR For individuals with autism spectrum disorders, transition into
systems for learning. This stems from the ability of VR to adulthood is often a challenging time. Didehbani et al. [32]
implement contexts and relationships not possible to achieve in a observed young adults diagnosed with high-functioning autism
traditional learning setting [31]. Here, we highlight the benefits completed 10 sessions of social cognition training with VR
of VR systems in facilitating learning over traditional methods. technology across 5 weeks and reported a significant increase on
First, let’s consider the use of VR as a tool for Road Safety social cognitive measures of theory of mind and emotion
recognition, as well as better social and occupational functioning VR was utilized to represent objects and scenes within the
in real life after the training. According to the authors, previous industrial heritage conservation, and to serve as an effective
interventions outside the realm of VR quantified social skills and communication and educational tool for rediscovering history
cognition over time using a variety of techniques and measures and exploring of new scientific values by a wider range of users.
and had mixed success. As such these findings suggest that the
VR is a promising tool for improving social skills, cognition, and Engineers in complex automated factories often encounter
functioning in autism. Again, stroke is a global, debilitating communication and comprehension problems. Ulewicz et al. [37]
problem which is increasing both in prevalence and incidence. provided a typical case study where mechanical, electrical, and
Imam et al. [33] attempted to explain the underlying training computer engineers worked on a high-tech project in a team, with
mechanisms of VR interventions in stroke population based on each party lacking an understanding of the tasks performed and
the social cognition theory. According to the reports, results complex information created by the other party in the other
obtained demonstrated a significant improvement in outcomes in discipline. While their specific expertise was necessary for the
favour of the VR group compared to the control group. project success, the integration of the different disciplines was
imperative for reaching a working end result. This is particularly,
Durbin [34] presented a study that was conducted by two a difficult interdisciplinary communication situation that VR is
organizations in China to take a look at the different ways VR well suited for. The authors attempted to use VR technology to
can make public education more effective. Compared to the instill a mutual understanding of engineering artefacts and the
traditional learning approaches, VR-based learning can boast the connections among development teams stemming from
ability to make abstract problems concrete. It is vivid, supports heterogeneous domains and working at different locations.
theoretical thinking very well, and helps sharpen students’ According to the report, the concept seemed very promising, yet
operational skills. It makes learning more fun, secure and active many aspects needed to be investigated and developed in more
by providing an immersive learning experience and enhancing detail.
students’ involvement in the class. In teaching abstract courses
or subjects such as astrophysics, in which learners may not be In this section we presented some recent case studies of the use
able to conduct experiments in the classroom but often will have of VR in interdisciplinary research. More such systems are
to understand through their imagination and teachers’ expected in the near future as the related technology improves to
explanation, simulations with VR makes it possible to present to leverage VR in interdisciplinary research and education.
the learners the abstract aerospace in a 3D projection.
6. CONCLUSIONS
5. VR IN INTERDISCIPLINARY RESEARCH
The convergence of learning theories with VR technology
“Interdisciplinary research, education, and communication are permits learning to be enhanced by the ability to directly
inherently related to each other, potentially supported by manipulate objects in a virtual world. The unique affordances of
complexity studies and ICT”1. Interdisciplinary communication VR are aligned with the components of the theories of learning
is vital to the success of every interdisciplinary research and on which educational applications can be developed on VR
education and VR technology is one of those ICT tools that has systems. Beyond just education, VR is beginning to gain traction
the potential of revolutionizing it. Multiple viewpoints are in interdisciplinary research. This study investigates the extents
critical in interdisciplinary matters. Courses and modules are to which VR technology is offering various capabilities that are
now beginning to evolve in the academia that cuts across various able to provide promising support for education. We have also
disciplines. For example, the principles that guided the highlighted the benefits of VR systems in facilitating learning
construction of the course “Introducing Virtual Reality for over traditional methods. Despite the potential of VR, there are
Interdisciplinary Applications” in the study by Molvig [35] is still some challenges that should be addressed before
the desire to mix future engineers with future non-engineers to implementation and deployment. We hope to look into these
solve problems together. Various faculties from across challenges in our future work and also develop a VR-based
Vanderbilt University are serving as mentors in disciplines environment for our projects which are mostly interdisciplinary
ranging from Art, History, and Computer Science, thereby in nature. Once again, this study is intended to inspire and inform
creating interdisciplinary teams to tackle interdisciplinary interdisciplinary researchers and learners about the ways in
projects. Other similar initiatives include the summer program which VR might support them, and also VR software developers
for interdisciplinary research and education at the Iowa State to push the limits of their craft.
University Virtual Reality Applications Center2 and the VR
Learning Lab3 in Leiden, Netherlands. Hain et al. [36] discussed REFERENCES
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