2023
DOI: 10.3390/encyclopedia3020026
|View full text |Cite
|
Sign up to set email alerts
|

Immersive Learning

Abstract: Immersive learning conceptualizes education as a set of active phenomenological experiences that are based on presence. Immersive learning can be implemented using both physical and digital means, such as virtual reality and augmented reality.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
10
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
4
3

Relationship

0
7

Authors

Journals

citations
Cited by 24 publications
(18 citation statements)
references
References 64 publications
1
10
0
Order By: Relevance
“…However, technical skill acquisition in "3D Modeling and Animation" was challenging within the event's timeframe, demonstrating the need for prolonged exposure, similar to traditional educational settings [36,37]. Nevertheless, aspects such "Understanding VR Hardware", "Game Engine Proficiency", and collaborative "Testing/Debugging" received satisfactory feedback, highlighting the value of immersive learning in fostering practical skills [38]. This suggests that, while VR/AR technologies hold promise for educational innovation, they require strategic integration into traditional teaching curricula to fully harness their potential.…”
Section: Discussion and Further Workmentioning
confidence: 99%
“…However, technical skill acquisition in "3D Modeling and Animation" was challenging within the event's timeframe, demonstrating the need for prolonged exposure, similar to traditional educational settings [36,37]. Nevertheless, aspects such "Understanding VR Hardware", "Game Engine Proficiency", and collaborative "Testing/Debugging" received satisfactory feedback, highlighting the value of immersive learning in fostering practical skills [38]. This suggests that, while VR/AR technologies hold promise for educational innovation, they require strategic integration into traditional teaching curricula to fully harness their potential.…”
Section: Discussion and Further Workmentioning
confidence: 99%
“…For instance, MVM makes use of VR, AR and MR technologies, which offer an experience that is close to reality by merging sensory feedback for sight, hearing, smell, taste and touch. According to Mystakidis and Lympouridis (2023), this encourages speedy customer assimilation of marketing content, which has an effect on CI in MVM activities. Suk and Laine (2023) and tom Dieck et al (2023) assert that the use of MVM in conjunction with VR, AR and MR technology enables customers to have realistic experiences, generating the psychological state of "presence" that has an effect on CI.…”
Section: Customer Immersionmentioning
confidence: 99%
“…For instance, MVM makes use of VR, AR and MR technologies, which offer an experience that is close to reality by merging sensory feedback for sight, hearing, smell, taste and touch. According to Mystakidis and Lympouridis (2023), this encourages speedy customer assimilation of marketing content, which has an effect on CI in MVM activities. Suk and Laine (2023) and tom Dieck et al .…”
Section: Literature Reviewmentioning
confidence: 99%
See 2 more Smart Citations