Empoweringhumansinimmersivelearningenvironments
Leonel.Morgado@uab.pt
How can immersive environments
expand the range of educational
dynamics and subjects that online
learning can provide?
How can we have
widespread deployment
of immersive
environments?
Morgado & Beck (2020). Unifying protocols for conducting systematic
scoping reviews with application to Immersive Learning Research. To
appear in iLRN 2020 Proceedings of the Immersive Learning Research
Network conference. Piscataway, NJ, USA: IEEE.
- combining contributions by Nilsson et al. and Agrawal et al.
Immersion
A phenomenon experienced when in a state of deep mental involvement, in which
cognitive processes cause a shift in attentional state such that one may disassociate from
awareness of the physical World.
is
Subjective feeling of
being surrounded
Absorption in the
narrative
Absorption with agency
emerging from
Technology, human intervention,
other mediating elements
affected by
Immersive environments
experienced in
System immersion
Narrative
immersion
Agency
immersion
Beck, Morgado, & O’Shea (2020). Finding the gaps about uses of immersive
learning environments: a survey of surveys, Journal of Universal Computer
Science, 26, 1043-1073.
Complementing
* Emphasis
* Multimodal interaction
* Complement/Combine contexts, media or items
Simulating
* Simulate the physical world
* Logistics
Exploring
* Data collection
* Interactive manipulation and exploration
Engaging
* Skill training
* Engagement
* Collaboration
Experiencing
* Augmented context
* Emotional and cultural experiences
* Changing human behavior
Accessing
* Perspective switching
* Accessibility
* Seeing the invisible
Mapping the
field of
Immersive
Learning
Research
System
Beck, Morgado, & O’Shea (submitted). Educational Practices and Strategies
with Immersive Learning Environments: A Survey of Surveys.
Mapping the field of Immersive
Learning Research
Engagement
& Scaffolding
Active Context
Real & Virtual
Multimedia Learning
Presence
Collaboration
Traditional
practices
Beck et al. (2021). Towards an Immersive Learning Knowledge Tree-a
Conceptual Framework for Mapping Knowledge and Tools in the Field. In
2021 7th International Conference of the Immersive Learning Research
Network (iLRN) (pp. 1-8). IEEE.
Mapping the field of Immersive
Learning Research
The Immersive Learning
Research Knowledge Tree
initiative
Pinheiro et al. (2014) Development of a mechanical
maintenance training simulator in OpenSimulator for F-16
aircraft engines. Entertainment Computing
In serious games, training simulations,
data analysis, and
after-action review, the most costly
information is not the visual quality:
it’s the meaning of actions.
The challenge: it’s not “Go to position
X,Y,Z” but “go to the available screw”,
for instance.
Lacet et al. (2020) Preserving story choreographies across
multiple platforms: An approach to platform-independent
reuse of characters' behaviors for games, simulations,
animations and interactive videos, Proceedings of the 9th
International Conference on Digital and Interactive Arts
Virtual
choreographies
Lacet et al. (2022) Magical Board Theatre: interactive stories
that can be played on multiple boards: two educational
prototypes. In “Videojogos 2020-12th International Conference
on Videogame Sciences and Arts”.
The current results:
multiplatform stories
Virtual
choreographies
But for evaluation, assessment, and
feedback, we also need to understand
what is occurring or happened
…and consider that dealing with hundreds of
trainees is not the same as dozens.
Cassola et al. (2022). Design and Evaluation of a Choreography-
Based Virtual Reality Authoring Tool for Experiential Learning in
Industrial Training. IEEE Transactions on Learning Technologies
Cassola et al. (2022). Using Virtual Choreographies to Identify
Office Users’ Behaviors to Target Behavior Change Based on
Their Potential to Impact Energy Consumption. Energies,
15(12), 4354.
Virtual Choreographies can help identify and target
behaviours for intervention
Baptista et al. (2015). Relation between game genres and
competences for in-game certification. International Conference
on Serious Games, Interaction, and Simulation
Activity tracking: teachers get analytics and feedback to decide how to act
- Virtual Choreographies can help cluster behaviours and identify them -
Beaconing provided massification
structure with Gamified Lesson Plans
Cardoso et al. (2020). Authoring game-based learning activities
that are manageable by teachers. ERCIM News
Coelho et al. (2020). Serious Pervasive Games. Frontiers in
Computer Science
2019
Cota et al. (2021). InventiveTr@ining–Inven!RA architecture
Activity Provider modules for online tracking of microelectronics
students. Revista de Ciências da Computação, 113-136.
Empoweringhumansinimmersivelearningenvironments
Leonel.Morgado@uab.pt
Let’s debate!

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Empowering humans in immersive learning environments

  • 1. Empoweringhumansinimmersivelearningenvironments [email protected] How can immersive environments expand the range of educational dynamics and subjects that online learning can provide? How can we have widespread deployment of immersive environments?
  • 2. Morgado & Beck (2020). Unifying protocols for conducting systematic scoping reviews with application to Immersive Learning Research. To appear in iLRN 2020 Proceedings of the Immersive Learning Research Network conference. Piscataway, NJ, USA: IEEE. - combining contributions by Nilsson et al. and Agrawal et al. Immersion A phenomenon experienced when in a state of deep mental involvement, in which cognitive processes cause a shift in attentional state such that one may disassociate from awareness of the physical World. is Subjective feeling of being surrounded Absorption in the narrative Absorption with agency emerging from Technology, human intervention, other mediating elements affected by Immersive environments experienced in System immersion Narrative immersion Agency immersion
  • 3. Beck, Morgado, & O’Shea (2020). Finding the gaps about uses of immersive learning environments: a survey of surveys, Journal of Universal Computer Science, 26, 1043-1073. Complementing * Emphasis * Multimodal interaction * Complement/Combine contexts, media or items Simulating * Simulate the physical world * Logistics Exploring * Data collection * Interactive manipulation and exploration Engaging * Skill training * Engagement * Collaboration Experiencing * Augmented context * Emotional and cultural experiences * Changing human behavior Accessing * Perspective switching * Accessibility * Seeing the invisible Mapping the field of Immersive Learning Research System
  • 4. Beck, Morgado, & O’Shea (submitted). Educational Practices and Strategies with Immersive Learning Environments: A Survey of Surveys. Mapping the field of Immersive Learning Research Engagement & Scaffolding Active Context Real & Virtual Multimedia Learning Presence Collaboration Traditional practices
  • 5. Beck et al. (2021). Towards an Immersive Learning Knowledge Tree-a Conceptual Framework for Mapping Knowledge and Tools in the Field. In 2021 7th International Conference of the Immersive Learning Research Network (iLRN) (pp. 1-8). IEEE. Mapping the field of Immersive Learning Research The Immersive Learning Research Knowledge Tree initiative
  • 6. Pinheiro et al. (2014) Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines. Entertainment Computing In serious games, training simulations, data analysis, and after-action review, the most costly information is not the visual quality: it’s the meaning of actions. The challenge: it’s not “Go to position X,Y,Z” but “go to the available screw”, for instance.
  • 7. Lacet et al. (2020) Preserving story choreographies across multiple platforms: An approach to platform-independent reuse of characters' behaviors for games, simulations, animations and interactive videos, Proceedings of the 9th International Conference on Digital and Interactive Arts Virtual choreographies
  • 8. Lacet et al. (2022) Magical Board Theatre: interactive stories that can be played on multiple boards: two educational prototypes. In “Videojogos 2020-12th International Conference on Videogame Sciences and Arts”. The current results: multiplatform stories Virtual choreographies
  • 9. But for evaluation, assessment, and feedback, we also need to understand what is occurring or happened …and consider that dealing with hundreds of trainees is not the same as dozens. Cassola et al. (2022). Design and Evaluation of a Choreography- Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training. IEEE Transactions on Learning Technologies
  • 10. Cassola et al. (2022). Using Virtual Choreographies to Identify Office Users’ Behaviors to Target Behavior Change Based on Their Potential to Impact Energy Consumption. Energies, 15(12), 4354. Virtual Choreographies can help identify and target behaviours for intervention
  • 11. Baptista et al. (2015). Relation between game genres and competences for in-game certification. International Conference on Serious Games, Interaction, and Simulation Activity tracking: teachers get analytics and feedback to decide how to act - Virtual Choreographies can help cluster behaviours and identify them -
  • 12. Beaconing provided massification structure with Gamified Lesson Plans Cardoso et al. (2020). Authoring game-based learning activities that are manageable by teachers. ERCIM News Coelho et al. (2020). Serious Pervasive Games. Frontiers in Computer Science 2019
  • 13. Cota et al. (2021). InventiveTr@ining–Inven!RA architecture Activity Provider modules for online tracking of microelectronics students. Revista de Ciências da Computação, 113-136.