Lehren und Lernen mit VR und AR - Was wird erwartet? Was funktioniert?(Teaching and Learning with VR and AR - What Is Expected? What Works?)

Virtual and augmented reality currently are highly discussed technologies. In particular, they are considered for the improvement of teaching and learning experiences as well as for the realization of novel learning scenarios. But what kind of value do these technologies actually add to educational settings? This question was answered by experts in a collaborative online brainstorming session. Various opportunities and challenges have been identified. For this contribution, these hypotheses have been confirmed by a literature review.

[1]  Carlota Pérez,et al.  New Challenge in Education: Enhancing Student’s Knowledge through Augmented Reality , 2017 .

[2]  Michael Kerres,et al.  Wirkungen und Wirksamkeit neuer Medien in der Bildung , 2003 .

[3]  Wei Cheng,et al.  A review of using Augmented Reality in Education from 2011 to 2016 , 2017 .

[4]  Harry E. Price,et al.  Feasibility of Using an Augmented Immersive Virtual Reality Learning Environment to Enhance Music Conducting Skills , 2017 .

[5]  Plamena Zlateva,et al.  Virtual Reality Challenges in Education and Training , 2017 .

[6]  Lance Chun Che Fung,et al.  Learning with Virtual Reality: Its Effects on Students with Different Learning Styles , 2010, Trans. Edutainment.

[7]  Mel Slater,et al.  Enhancing Our Lives with Immersive Virtual Reality , 2016, Front. Robot. AI.

[8]  A. L. Smith Applications of virtual reality in Magnox , 2000 .

[9]  E. A. Attree,et al.  Training in virtual environments: transfer to real world tasks and equivalence to real task training , 2000, Ergonomics.

[10]  Michela Ott,et al.  A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES. , 2015, 11th International Conference eLearning and Software for Education.

[11]  Dario Bombari,et al.  Studying social interactions through immersive virtual environment technology: virtues, pitfalls, and future challenges , 2015, Front. Psychol..

[12]  Heinz Ulrich Hoppe,et al.  A closer look on social presence as a causing factor in computer-mediated collaboration , 2011, Comput. Hum. Behav..

[13]  Dijana Plantak Vukovac,et al.  The Development of Educational Augmented Reality Application: A Practical Approach , 2017 .

[14]  Katerina Mania,et al.  The Effects of Levels of Immersion on Memory and Presence in Virtual Environments: A Reality Centered Approach , 2001, Cyberpsychology Behav. Soc. Netw..

[15]  Liston William Bailey,et al.  Exploring Pedagogical Foundations of Existing Virtual Reality Educational Applications: A Content Analysis Study , 2017 .

[16]  Sandra L. Calvert Social Impact of Virtual Environments , 2014, Handbook of Virtual Environments, 2nd ed..

[17]  Michael Gardner,et al.  Towards a framework for the design of mixed reality immersive education spaces , 2012 .

[18]  R. Mayer,et al.  Learning Science in Virtual Reality Multimedia Environments: Role of Methods and Media , 2002 .

[19]  A. Collins,et al.  Situated Cognition and the Culture of Learning , 1989 .

[20]  Murat Akcay,et al.  Advantages and challenges associated with augmented reality for education : A systematic review of the literature , 2017 .