2015
DOI: 10.1007/s10956-015-9587-z
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Examination of the Effects of Dimensionality on Cognitive Processing in Science: A Computational Modeling Experiment Comparing Online Laboratory Simulations and Serious Educational Games

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Cited by 22 publications
(9 citation statements)
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“…3D technology can simulate the same learning environment as the real‐life environment and the application environment. This can in turn solve the problem of knowledge transfer and adapting situational knowledge that is not easily taught by ordinary teaching methods, such as English learning (Berns, Gonzalez‐Pardo, & Camacho, 2013), scientific experiment simulation (Lamb, 2016) and company project management (Maratou, Chatzidaki, & Xenos, 2014). Like the 3D environment, AR technology can help learners connect what they observe in the real world with relevant knowledge, thereby deepening learners' understanding and memory of knowledge and promoting meaningful learning, such as in science courses (Bressler & Bodzin, 2013; Furió, González‐Gancedo, Juan, Seguí, & Costa, 2013; Furió, Juan, Seguí, & Vivó, 2015; Hwang et al, 2015).…”
Section: What Is Educational Games Research Currently Studying?mentioning
confidence: 99%
“…3D technology can simulate the same learning environment as the real‐life environment and the application environment. This can in turn solve the problem of knowledge transfer and adapting situational knowledge that is not easily taught by ordinary teaching methods, such as English learning (Berns, Gonzalez‐Pardo, & Camacho, 2013), scientific experiment simulation (Lamb, 2016) and company project management (Maratou, Chatzidaki, & Xenos, 2014). Like the 3D environment, AR technology can help learners connect what they observe in the real world with relevant knowledge, thereby deepening learners' understanding and memory of knowledge and promoting meaningful learning, such as in science courses (Bressler & Bodzin, 2013; Furió, González‐Gancedo, Juan, Seguí, & Costa, 2013; Furió, Juan, Seguí, & Vivó, 2015; Hwang et al, 2015).…”
Section: What Is Educational Games Research Currently Studying?mentioning
confidence: 99%
“…Game genre has been compared to a pedagogical stance or approach that is frequently described for other types of instructional strategies. A game genre has helped students navigate disciplinary content and achieve specific types of educational outcomes (Foster, 2011; Lamb, 2016; Lameras et al., 2017). Squire (2006) has proposed that game genres can be divided into two major categories: exogenous games that essentially teach through transmission and drill and practice, and endogenous games in which learning happens through experimentation, discovery, and meaning making.…”
Section: Background and Review Of The Literaturementioning
confidence: 99%
“…In order to accomplish this transition from one to the other, VR environments require immersion and realism along with the ability to construct knowledge through interaction. Immersion and realism will allow VR tools to train for similar tasks and reasoning in the real world as found in other studies (Lamb, 2016;Lamb, Annetta, Firestone, & Etopio, 2018). As a result, VR environments provide rich teaching opportunities and help to improve learners' ability to analyze problems and explore new concepts associated with the environment.…”
Section: Discussionmentioning
confidence: 81%
“…Several studies have probed technologies related to VR and its effect on science education regarding; (a) conceptual change (Clark & Mayer, 2016), (b) laboratory work (Freeman, Eddy, McDonough, Smith, Okoroafor, Jordt, & Wenderoth, 2014), (c) science inquiry-based 2 / 13 learning (Crawford, Capps, van Driel, Lederman, Lederman, Luft, & Wong, 2014), (d) scientific argumentation (Choi, Hand, & Greenbowe, 2013), and (e) spatial ability (Lamb, 2016;Lamb, Annetta, Firestone, & Etopio, 2018). The results of these studies are mostly limited to illustrating learners' attitudes related to VR (e.g., satisfaction or perceived usefulness), and only hint at possible improvement in student outcomes related to skill development and content.…”
Section: Introductionmentioning
confidence: 99%
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