2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2020
DOI: 10.1109/vr46266.2020.00012
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Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education

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Cited by 62 publications
(32 citation statements)
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“…Experienced naturalists, teachers, or guides can produce high levels of engagement and excitement with a good story, independent of the digital media artifact used in that context. Interestingly, when other applications offer a high factual content, transmitted as photorealistic 2D-360 video and displayed in immersive VR headsets, the learning results are mixed [26], but these designs restricted free exploration, blocking the pursuit of the salient, blunting curiosity, and thus possibly limiting the learning effects.…”
Section: Information Fidelity (Facts) Important For Knowledge Acquisition (Learning)mentioning
confidence: 99%
“…Experienced naturalists, teachers, or guides can produce high levels of engagement and excitement with a good story, independent of the digital media artifact used in that context. Interestingly, when other applications offer a high factual content, transmitted as photorealistic 2D-360 video and displayed in immersive VR headsets, the learning results are mixed [26], but these designs restricted free exploration, blocking the pursuit of the salient, blunting curiosity, and thus possibly limiting the learning effects.…”
Section: Information Fidelity (Facts) Important For Knowledge Acquisition (Learning)mentioning
confidence: 99%
“…Indeed, one is most likely to rely on photographs when the goal is to generate an accurate digital replica, typically to create an immersive virtual visit of a specific place for training or educational purposes [11]. In this context, Guttentag [16] explains that it is particularly problematic if the reconstructed environment is not objectively accurate, as viewers may be misled by visual inaccuracies and thus retain incomplete or incorrect information.…”
Section: Factors For Achieving the Application's Goalsmentioning
confidence: 99%
“…Finally, in Section 5 we analyze these results and discuss their implications for future work. To recreate real-world scenes as photorealistic background environments for VR, many authors today rely on the use of 360°capture devices [7,[11][12][13]. Indeed, consumer-grade 360°cameras are light, easy to use, cheap, and capable of acquiring visual data coming from all directions in a single shot.…”
mentioning
confidence: 99%
“…Bringing the field experience to students, rather than always taking students into the field, is increasingly important for reasons of accessibility, time, cost, and offering comparable opportunities to online students (Huntoon, 2012;Arthurs, 2021;Rotzien et al, 2021). Despite a long history of field trips in the geosciences, some desktop-based 25 virtual field trips have, in fact, been shown to yield better learning experiences and outcomes than actual field trips (Zhao et al, 2020).…”
Section: Introduction and Motivations 20mentioning
confidence: 99%