1994
DOI: 10.1080/0952398940310402
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Virtual Reality in Education: Defining Researchable Issues

Abstract: Ever since technologies began offering something to learners and the process of learning, we have been besieged by proponents who claim wonderful advantages for each new technology, praising the superiority of each new form over its precursors. In this environment virtual reality (VR) might be seen as the latest white knight in the arsenal of educational technologies. In this paper, we have sought to reflect on what we want to achieve as educational outcomes and the efficacy of VR for the design of modern lear… Show more

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Cited by 101 publications
(47 citation statements)
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“…Students and the teachers who facilitate their learning, explore video environments rich in information and examples that are used to solve increasingly complex problems (CTGV, 1993a;Young, 1993). The research supporting the effectiveness of situated learning in general (Griffin, 1995), and anchored instruction specifically (CTGV, 1993a(CTGV, , 1994, is promising and provides the opportunity to apply this technology-based situated learning approach to other instructional problem areas (Hedberg & Alexander, 1994 (Church & Glennen, 1992;Garner & Campbell, 1987), or training of students to understand cause-and-effect relationships.…”
mentioning
confidence: 99%
“…Students and the teachers who facilitate their learning, explore video environments rich in information and examples that are used to solve increasingly complex problems (CTGV, 1993a;Young, 1993). The research supporting the effectiveness of situated learning in general (Griffin, 1995), and anchored instruction specifically (CTGV, 1993a(CTGV, , 1994, is promising and provides the opportunity to apply this technology-based situated learning approach to other instructional problem areas (Hedberg & Alexander, 1994 (Church & Glennen, 1992;Garner & Campbell, 1987), or training of students to understand cause-and-effect relationships.…”
mentioning
confidence: 99%
“…However, immersion should not be treated as a unique property, as it is achieved from a complex interaction of representational fidelity and learner interaction, holding a dependency on other aspects of the environment [2,3]. The use of immersive environments which create a feeling of 'presence' naturally allows for more complex social interactions and designed experiences [4].…”
Section: Prefacementioning
confidence: 99%
“…In reviewing a research agenda for interactive multimedia, virtual reality and situated learning, Hedberg and Alexander (1994), have argued that interactive multimedia can provide a useful context for the development of what Lave and Wenger (1991) call legitimate peripheral participation. This participation refers to the engagement of a novice in a socially-based practice in which they can perform the same range of skills as an expert.…”
Section: Situated Learning and Interactive Multimediamentioning
confidence: 99%