HCJun 28, 2019

A Taxonomy for Virtual and Augmented Reality in Education

arXiv:1906.12051v117 citations
Originality Synthesis-oriented
AI Analysis

This provides a framework for educators and developers to improve VR/AR educational tools, but it is incremental as it builds on existing work in educational technology.

The authors developed a taxonomy for VR/AR in education to categorize experiences and explain why some applications succeed or fail, illustrated with examples from two VR projects: one for training chemical engineering students on a pilot plant and another for ethics scenarios in engineering.

In this paper, a taxonomy for VR/AR in education is presented that can help differentiate and categorise education experiences and provide indication as to why some applications of fail whereas others succeed. Examples will be presented to illustrate the taxonomy, including its use in developing and planning two current VR projects in our laboratory. The first project is a VR application for the training of Chemical Engineering students (and potentially industrial operators) on the use of a physical pilot plant facility. The second project involves the use of VR cinematography for enacting ethics scenarios (and thus ethical awareness and development) pertinent to engineering work situations.

Foundations

The foundational work for this paper's niche, ranked by how specifically the neighbourhood builds on it — not by global fame.

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