Abstract

Immersive Virtual Reality (iVR) technologies can enrich teaching and learning environments, but their use is often technology-driven and instructional con-cepts are missing. The design of iVR-technology-supported learning environ-ments should base on both, an evidence-based educational model as well as on features specific to iVR. Therefore, the article provides a framework for the use of iVR in learning environments based on the Cognitive Theory of Multi-media Learning (CTML). It outlines how iVR learning environments could and should be designed based on current knowledge from research on Multimedia Learning.

Highlights

  • Virtual reality (VR) technology is increasingly promoted as a promising educational tool in various training settings [1, 2], like health care [3 - 6] or engineering [7 - 9]

  • We have worked out an evidence-based framework grounded on the widespread and proven theory of multimedia learning (CTML), its consequences with regard to instructional design goals and have taken into account key features of immersive VR (iVR) that make this technology unique

  • Our framework consisting of six recommendations is not to be understood as final, it has been developed based on current empirical findings in learning with iVR

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Summary

Introduction

Virtual reality (VR) technology is increasingly promoted as a promising educational tool in various training settings [1, 2], like health care [3 - 6] or engineering [7 - 9]. Neither learning processes are mentioned in iVR nor do instructional methods form the basis of training applications [1, 2, 11, 19]. This leads to the situation that in some cases iVR seems to be uneconomical, ineffective as well as exaggerated, i.e., too complex, or inappropriate to fulfil a training goal and other learning media (e.g., simulations, pictures) might have been a better choice regarding costs and benefits [20]. Instructional designers and computer scientists should work closely together to develop iVR learning environments that are based on educational decisions. An approach is needed that offers instructional hands-on guidelines how to design iVR learning environments to take full advantages of the technology and overcome obstacles

Theoretical Background
Multimedia learning
Instructional design goals
Key features of VR technology
Provide learning relevant interactions
Segment complex tasks in smaller units
Guide immersive learning
Build on existing knowledge
Provide constructive learning activities
Conclusion and Future Research
Authors

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