Extended Reality in Education

A special issue of Education Sciences (ISSN 2227-7102).

Deadline for manuscript submissions: closed (1 December 2024) | Viewed by 4394

Special Issue Editors


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Guest Editor
Aston, Business School, Aston University, Birmingham B4 7ET, UK
Interests: games and XR in education; 3D interfaces and haptics; gamification
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Centre for Post-Digital Cultures, Coventry University, Coventry CV1 5FB, UK
Interests: game science; immersive technologies in education; hybrid learning spaces
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
1. Visiting Professor, Institute of Educational Technology, The Open University, Milton Keynes MK7 6AA, UK
2. Honorary Research Fellow, School of Computing and Mathematical Sciences, Faculty of Science, Birkbeck College, University of London, London WC1E 7HX, UK
Interests: serious games; immersive technologies; learning design and digital pedagogies
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Centre for Post-Digital Cultures, Coventry University, Coventry CV1 5FB, UK
Interests: extended reality in education; game-based learning; serious games; AR, VR, XR and emerging technologies such as AI for enhancing training, learning and teaching

Special Issue Information

Dear Colleagues,

The use of extended reality (XR) applications and tools encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR) is perceived as a technological innovation that can enhance the design and orchestration of teaching and learning. From interactive 3D learning content, game-like quests, avatar-based interactions, and multimodal learning activities to immersive and highly personalized assessment representations, XR can have a powerful effect in constructive and self-regulated learning that is premised on creativity, collaboration, participation, games, and play. The deeply immersive nature of XR accommodates a gamut of senses including sight, sound, smell, taste, pressure, heat, and texture, which resemble the effects of real experiences that can enhance the authenticity of the learning and strengthen the formation of learning communities and collaborative ecosystems that support situated and contextual learning through exerting emotions and through leveraging the principles of transmedia learning for creating stories and scenarios across experiences and devices. However, the integration of XR in education poses a set of challenges, such as the need to instigate multidisciplinary approaches to involving educators, game designers, developers, and researchers in designing XR-based learning activities that take full advantage of the affordances that XR applications and tools can offer. Secondly, the empirical evaluation of XR interventions in education is key to determine the effectiveness and impact on designing XR-based learning outcomes, assessment, and feedback. Lastly, teachers’ skills and competencies needed to design and enact XR-based learning and learning are key, along with ethical considerations surrounding data privacy, student safety, and accessibility. This Special Issue aims to explore issues surrounding the use of XR for designing and enacting learning and teaching across educational sectors (primary, secondary, tertiary, vocational) including XR games and serious games, in both analogue and digital formats.

Topics of interest include but are not limited to the following:

  • XR and its substrates AR, VR, and MR for designing and orchestrating learning activities, assessment, and feedback;
  • Learning design for XR including pedagogy, learning sequences, outcomes, and frameworks;
  • Development, implementation, and evaluation of XR prototypes including XR games and serious games in terms of learning efficiency, usability, and user experience;
  • XR and games for skills, capability, and competency development;
  • Accessibility and inclusivity in XR education for equitable access in diverse educational contexts including students with disabilities;
  • Assessment and evaluation of learning content, cognitive processes, emotion, engagement, interaction, and motivation levels;
  • XR for multidisciplinary and transmedia learning;
  • XR simulations for professional training in fields such as STEM, health, architecture, and other vocational areas;

Dr. Petros Lameras
Prof. Dr. Sylvester Arnab
Prof. Dr. Sara de Freitas
Dr. Panagiotis Petridis
Guest Editors

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Keywords

  • XR, VR, AR, MR in education
  • games
  • game-based learning
  • gamification
  • immersion
  • creativity
  • critical thinking
  • ethics
  • evaluation and assessment

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Published Papers (3 papers)

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Research

18 pages, 286 KiB  
Article
An Example of the Views of Educators on Incorporating the Sustainable Development Goals into Engineering and Environmental School Engagement Activities Using Minecraft
by Laura Hobbs and Sarah Behenna
Educ. Sci. 2024, 14(10), 1078; https://doi.org/10.3390/educsci14101078 - 2 Oct 2024
Viewed by 649
Abstract
The United Nations adopted the Sustainable Development Goals in 2015 as a call to “end poverty, protect the planet, and ensure that by 2030 all people enjoy peace and prosperity”. The UK-based Science Hunters programme uses Minecraft to engage children with Science, Technology, [...] Read more.
The United Nations adopted the Sustainable Development Goals in 2015 as a call to “end poverty, protect the planet, and ensure that by 2030 all people enjoy peace and prosperity”. The UK-based Science Hunters programme uses Minecraft to engage children with Science, Technology, Engineering, and Maths. Its Engineering for Sustainable Societies project engaged children from under-represented backgrounds with engineering and the Sustainable Development Goals. We conducted mixed-methods interviews with eleven teachers, with objectives of exploring their needs and views with regard to this opportunity to use Minecraft and engineering to engage their students with the Sustainable Development Goals. Inductive thematic analysis of the qualitative data indicated that teachers were interested in the appeal and creativity of Minecraft, opportunities to creatively learn about and explore engineering at various ages, and real-world relevancy. Access barriers and the unlimited nature of the game were concerns. They felt that students would gain greater understanding of sustainability and what they can do, and deep exploration of the topic at their own level. Overall, it was felt that engineering and the Sustainable Development Goals, explored in Minecraft, could give children the opportunity to think about the future of the world they live in. Full article
(This article belongs to the Special Issue Extended Reality in Education)
20 pages, 1282 KiB  
Article
Beyond Traditional Classrooms: Comparing Virtual Reality Applications and Their Influence on Students’ Motivation
by May Portuguez-Castro and Hugo Santos Garduño
Educ. Sci. 2024, 14(9), 963; https://doi.org/10.3390/educsci14090963 - 1 Sep 2024
Viewed by 1570
Abstract
This study examines the impact of virtual reality (VR) on student motivation in education, emphasizing its potential to create immersive learning environments that enhance engagement and learning outcomes. By adopting a quantitative approach, the research investigates the motivational effects of two VR applications [...] Read more.
This study examines the impact of virtual reality (VR) on student motivation in education, emphasizing its potential to create immersive learning environments that enhance engagement and learning outcomes. By adopting a quantitative approach, the research investigates the motivational effects of two VR applications among 52 high school students in Mexico, exploring variations in motivation across four dimensions—attention, relevance, satisfaction, and confidence—and assessing gender-based differences. Results indicate improvements in all dimensions, particularly in attention and satisfaction, which are crucial for intrinsic motivation. Female students showed superior results in all dimensions, suggesting gender-specific impacts. The study underscores VR’s role in fostering motivation and offers practical recommendations for integrating VR technology in educational settings to maximize their benefits for student engagement and motivation. Possible limitations that should be considered to optimize its use are also identified. This research aims to provide valuable guidance for educators, researchers, and educational institutions seeking to harness VR technology for improved engagement and motivation in education. Full article
(This article belongs to the Special Issue Extended Reality in Education)
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20 pages, 6085 KiB  
Article
Virtual Reality in Fluid Power Education: Impact on Students’ Perceived Learning Experience and Engagement
by Israa Azzam, Khalil El Breidi, Farid Breidi and Christos Mousas
Educ. Sci. 2024, 14(7), 764; https://doi.org/10.3390/educsci14070764 - 12 Jul 2024
Cited by 1 | Viewed by 1122
Abstract
The significance of practical experience and visualization in the fluid power discipline, highly tied to students’ success, requires integrating immersive pedagogical tools for enhanced course delivery, offering real-life industry simulation. This study investigates the impact of using virtual reality (VR) technology as an [...] Read more.
The significance of practical experience and visualization in the fluid power discipline, highly tied to students’ success, requires integrating immersive pedagogical tools for enhanced course delivery, offering real-life industry simulation. This study investigates the impact of using virtual reality (VR) technology as an instructional tool on the learning and engagement of 48 mechanical engineering technology (MET) students registered in the MET: 230 Fluid Power course at Purdue University. An interactive VR module on hydraulic grippers was developed utilizing the constructivist learning theory for MET: 230 labs, enabling MET students to explore light- and heavy-duty gripper designs and operation through assembly, disassembly, and testing in a virtual construction environment. A survey consisting of a Likert scale and short-answer questions was designed based on the study’s objective to evaluate the students’ engagement and perceived attitude toward the module. Statistical and natural language processing (NLP) analyses were conducted on the students’ responses. The statistical analysis results revealed that 97% of the students expressed increased excitement, over 90% reported higher engagement, and 87% found the VR lab realistic and practical. The NLP analysis highlighted positive themes such as “engagement”, “valuable experience”, “hands-on learning”, and “understanding”, with over 80% of students endorsing these sentiments. These findings will contribute to future efforts aimed at improving fluid power learning through immersive digital reality technologies, while also exploring alternative approaches for individuals encountering challenges with such technologies. Full article
(This article belongs to the Special Issue Extended Reality in Education)
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