2021 7th International Conference of the Immersive Learning Research Network (iLRN) 2021
DOI: 10.23919/ilrn52045.2021.9459336
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Visualizing the Collaborative Problem Solving Process in an Immersive Cross Platform Game

Abstract: This study explores how players engage in problem solving during a cross-platform collaborative learning game about cellular biology. We tested the game with 8 pairs of students: 2 pairs of middle school students, 2 pairs of high school students, and 4 pairs of students in a biotechnology workforce program. Players took on one of two roles: an Explorer in virtual reality head mounted display and a Navigator using a tablet. Players took on one of two roles: an Explorer in virtual reality head mounted display an… Show more

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Cited by 2 publications
(2 citation statements)
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“…Patterns of collaborative problem solving were similar across groups of different ages and levels of biology knowledge. Furthermore, Navigator and Explorer dialogue was continuous throughout the game, suggesting that the information exchange between the two players was useful in progressing through the game (Thompson et al, 2021).…”
Section: Establishing Collaborationmentioning
confidence: 99%
See 1 more Smart Citation
“…Patterns of collaborative problem solving were similar across groups of different ages and levels of biology knowledge. Furthermore, Navigator and Explorer dialogue was continuous throughout the game, suggesting that the information exchange between the two players was useful in progressing through the game (Thompson et al, 2021).…”
Section: Establishing Collaborationmentioning
confidence: 99%
“…Moreover, we approach game development through a framework of Design-based Research, or DBR (Ameel & Reeves, 2008;Sandoval & Bell, 2004). Ongoing user testing, studies with various types of users, and reviews by subject matter experts have enabled us to collect valuable qualitative and quantitative data that have enhanced our understanding of how to incorporate authenticity, interactivity, and collaboration in VR learning games (Thompson et al, 2018b;Wang et al, 2019;Thompson et al, 2020;Uz Bilgin, Anteneh, & Thompson, 2020;Wang, 2020;Uz Bilgin, Anteneh, & Thompson, 2021;.…”
Section: Introductionmentioning
confidence: 99%