Immersive Virtual Reality (I-VR) is becoming increasingly prevalent in today’s society and is a technology that is being used more and more in educational contexts and whose potential for learning has been widely discussed. Taking into account the latest research in neuroscience, we want to explore the potential of using immersive virtual environments to facilitate deep learning in educational contexts that invoke the value of experience, imitation and repetition. Neurodidactics seems to offer the most interesting insights into how participation in a virtual reality session can positively affect learning processes: this suggests that it is worth focusing on the learning processes that can be generated by this emerging technology. The paper concludes with some practical suggestions for design, addressing both the didactic experience and the learning objects.

Neuroeducation meets virtual reality: theoretical analysis and implications for didactic design / I. Terrenghi, A. Garavaglia. - In: REM. - ISSN 2037-0849. - 16:1(2024 Jun), pp. 28-37. [10.2478/rem-2024-0005]

Neuroeducation meets virtual reality: theoretical analysis and implications for didactic design

I. Terrenghi
Primo
Conceptualization
;
A. Garavaglia
Ultimo
Supervision
2024

Abstract

Immersive Virtual Reality (I-VR) is becoming increasingly prevalent in today’s society and is a technology that is being used more and more in educational contexts and whose potential for learning has been widely discussed. Taking into account the latest research in neuroscience, we want to explore the potential of using immersive virtual environments to facilitate deep learning in educational contexts that invoke the value of experience, imitation and repetition. Neurodidactics seems to offer the most interesting insights into how participation in a virtual reality session can positively affect learning processes: this suggests that it is worth focusing on the learning processes that can be generated by this emerging technology. The paper concludes with some practical suggestions for design, addressing both the didactic experience and the learning objects.
Education; Immersive Reality; Neurodidactics; Neuroscience; Virtual Reality;
Settore M-PED/03 - Didattica e Pedagogia Speciale
giu-2024
REM
https://sciendo.com/article/10.2478/rem-2024-0005
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/1069168
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