2020
DOI: 10.21125/edulearn.2020.0943
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Tpack Instructional Design Model in Virtual Reality for Deeper Learning in Science and Higher Education: From “Apathy” to “Empathy”

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Cited by 13 publications
(7 citation statements)
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“…In the Design stage, the model creates specific consecutive steps to prepare a clear and final vision of the shape of the three-dimensional environment based on the gamification strategy, in light of several variables, such as determining what is the appropriate part of the content that is presented through the three-dimensional environment, and what are the characteristics of the simulated model that effectively achieves the objectives of this part of the content, i.e a complex interaction of three main types of knowledge: Content Knowledge (CK), Pedagogy Knowledge (PK), and Technology Knowledge (TK). This is consistent with what is emphasized by Pantelidis (2009), Fragkaki et al (2020). Specific steps have been set to implement the gamification strategy in terms of determining the goal of the activity -determining the characteristics of the players -determining the paths of activity and the rules and rewards of progress, and determining the end of the activity, and this is consistent with what by Di Tomasso (2011), Werbach and Hunter (2012).…”
Section: Finding and Disucussionsupporting
confidence: 82%
See 1 more Smart Citation
“…In the Design stage, the model creates specific consecutive steps to prepare a clear and final vision of the shape of the three-dimensional environment based on the gamification strategy, in light of several variables, such as determining what is the appropriate part of the content that is presented through the three-dimensional environment, and what are the characteristics of the simulated model that effectively achieves the objectives of this part of the content, i.e a complex interaction of three main types of knowledge: Content Knowledge (CK), Pedagogy Knowledge (PK), and Technology Knowledge (TK). This is consistent with what is emphasized by Pantelidis (2009), Fragkaki et al (2020). Specific steps have been set to implement the gamification strategy in terms of determining the goal of the activity -determining the characteristics of the players -determining the paths of activity and the rules and rewards of progress, and determining the end of the activity, and this is consistent with what by Di Tomasso (2011), Werbach and Hunter (2012).…”
Section: Finding and Disucussionsupporting
confidence: 82%
“…Evaluation refers to the processes of measuring the effectiveness and sufficiency of the education process and judging its quality . In the light of the above, and by reviewing what mentioned around the instructional designing models for 3D virtual learning environment (Chen, Toh, & Wan, 2004;Dong, Song, &Song, 2019;Fragkaki et al, 2020;Joe,2020), and the designing models for gamification (Di Tomasso, 2011;Werbach and Hunter, 2012;Marache-Francisco and Brangier (2013), as well as various instructional design models, especially for e-learning (Montiva, Sandia, Barrios, 2002;Comb, 2003;Gawdat, 2003;Nam and Smith, 2007;Elsigini,2012). The authors propose an instructional designing model for a 3D virtual learning environment based on gamification in figure 5.…”
Section: Methodsmentioning
confidence: 99%
“…This is consistent with the good formative outcomes that VR has been shown to have (Merchant et al, 2014). In science and technology education, in particular, professors highlight that the use of VR allows overcoming the apathy that students, in general, feel towards the study of concepts that are sometimes complex (Fragkaki et al, 2020). In contrast, when VR is applied to the teaching of humanities and art, professors emphasize more the development of cross-cutting skills, such as communicative and teamwork skills, that the use of VR raises (Lu, 2011).…”
Section: Literature Reviewsupporting
confidence: 70%
“…This digital experience becomes a gateway through which the legacy of the victims can be apprehended, their experiences and struggles seen through more spherical lenses than those of the traditional mediums. By infusing the benefits of an interactive e-book and a social VR space, storytelling becomes an active exercise that strengths the learners' communication skills, confidence, and empathy [44]. The process of participating in storytelling urges learners to explore different fields, developing their emotional intelligence and offering a deeper understanding of the human condition.…”
Section: Interactive Storytelling Bookmentioning
confidence: 99%