The purpose of this study was to ascertain student perceptions of the use and value of three-dimensional virtual environments. A grounded theory approach was used to gather and examine data. Just over half of student participants reported positive experiences. However, most experienced technical difficulties. Despite the technical challenges of operating within the virtual space, the majority reported positive aspects of using the virtual space, including increased meaningful social interactions and reduced social anxiety. Overall, students reported positive experiences and value of virtual reality, but technical difficulties demonstrate the need for adequate technology and institutional technology support.
With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to students. Based on many years of academic research and development within this environment, the authors suggest educationally productive, research-supported ways to create learning environments that can motivate, engage, and educate participants. Instructors can develop virtual communities as centers for meetings, collaborations, and shared experiences, moving distance experiences beyond the limitations of engagement and collaboration in nonimmersive settings. The authors explain how instructors can develop useful learning interactions, pilot their learning environments, assess learners, and evaluate the environment. Specific experiences, images, and videos from the authors’ work are shared as well as broader application that could suit multiple purposes in guiding an instructor’s development and instructional efforts.
Although immersive realities are not new, new applications, more available development tools, and expanding frontiers require educators to better understand how to design in these areas. This chapter develops a guiding pathway for exploration and development within a very broadly defined field of technology and of study. It establishes the range of variables that need to be considered and elucidates a systematic, applied, yet unfettered way for discovering the new potential. With scenarios, immersions, interactions and role-playing, shared and solo experiences now possible, imagination and creativity can move designs well beyond present text, image, and video limitations by using elements of gaming, storytelling, and conversation. Envisioning and designing for these environments is challenging; audience integration, assessment, and evaluation will be required throughout. However, since learning can reach beyond past boundaries, educators must use persistence when they move into these new realms, documenting and sharing their experiences, stumbles-along-the-way, and victories.
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