TY - JOUR
T1 - Multimodal teaching, learning and training in virtual reality: a review and case study
AU - Philippe, Stéphanie
AU - Souchet, Alexis D.
AU - Lameras, Petros
AU - Petridis, Panagiotis
AU - Caporal, Julien
AU - Coldeboeuf, Gildas
AU - Duzan, Hadrien
N1 - ©Copyright2020Beijing Zhongke Journal Publishing Co.Ltd.,Publishing services by Elsevier B.V.on behalf of KeAi Commu‐nication Co.Ltd.This is an open access article under the CC BY-NC-ND license(http://creativecommons.org/licenses/by/4.0/).
PY - 2020/10/14
Y1 - 2020/10/14
N2 - It is becoming increasingly prevalent in digital learning research to encompass an array of different meanings, spaces, processes, and teaching strategies for discerning a global perspective on constructing the student learning experience. Multimodality is an emergent phenomenon that may influence how digital learning is designed, especially when employed in highly interactive and immersive learning environments such as Virtual Reality (VR). VR environments may aid students' efforts to be active learners through consciously attending to, and reflecting on, critique leveraging reflexivity and novel meaning-making most likely to lead to a conceptual change. This paper employs eleven industrial case-studies to highlight the application of multimodal VR-based teaching and training as a pedagogically rich strategy that may be designed, mapped and visualized through distinct VR-design elements and features. The outcomes of the use cases contribute to discern in-VR multimodal teaching as an emerging discourse that couples system design-based paradigms with embodied, situated and reflective praxis in spatial, emotional and temporal VR learning environments.
AB - It is becoming increasingly prevalent in digital learning research to encompass an array of different meanings, spaces, processes, and teaching strategies for discerning a global perspective on constructing the student learning experience. Multimodality is an emergent phenomenon that may influence how digital learning is designed, especially when employed in highly interactive and immersive learning environments such as Virtual Reality (VR). VR environments may aid students' efforts to be active learners through consciously attending to, and reflecting on, critique leveraging reflexivity and novel meaning-making most likely to lead to a conceptual change. This paper employs eleven industrial case-studies to highlight the application of multimodal VR-based teaching and training as a pedagogically rich strategy that may be designed, mapped and visualized through distinct VR-design elements and features. The outcomes of the use cases contribute to discern in-VR multimodal teaching as an emerging discourse that couples system design-based paradigms with embodied, situated and reflective praxis in spatial, emotional and temporal VR learning environments.
UR - https://www.sciencedirect.com/science/article/pii/S2096579620300711?via%3Dihub
U2 - 10.1016/j.vrih.2020.07.008
DO - 10.1016/j.vrih.2020.07.008
M3 - Article
SN - 2096-5796
VL - 2
SP - 421
EP - 442
JO - Virtual Reality & Intelligent Hardware
JF - Virtual Reality & Intelligent Hardware
IS - 5
ER -