The use of Virtual Reality (VR) technologies in education represents a rapidly spreading field that offers, according to the most recent literature, significant benefits for learning. One of the key factors to effectively introduce an immersive experience within any training-didactic pathway is represented by the approach (or preparatory) phase, which is essential to facilitate the student's familiarisation with the experience. This paper aims to discuss the main results of an exploratory mixed-method research that had as its primary objective to understand how different approach phases impact on the immersive experience in terms of learning outcomes, engagement and perceived sense of presence among a group of students of the Master degree in Philosophy. The paper concludes by sharing instructional design tips for effectively introducing immersive technologies in educational contexts.

Learning in immersive environments: results of mixed-method research in university art laboratories = Apprendere in ambienti immersivi: risultati di una ricerca mixed-method in laboratori universitari artistici / I. Terrenghi, F. Cavaletti. - In: Q-TIMES WEBMAGAZINE. - ISSN 2038-3282. - 16:3(2024), pp. 882-895. [10.14668/QTimes_16365]

Learning in immersive environments: results of mixed-method research in university art laboratories = Apprendere in ambienti immersivi: risultati di una ricerca mixed-method in laboratori universitari artistici

I. Terrenghi
Primo
;
F. Cavaletti
Secondo
2024

Abstract

The use of Virtual Reality (VR) technologies in education represents a rapidly spreading field that offers, according to the most recent literature, significant benefits for learning. One of the key factors to effectively introduce an immersive experience within any training-didactic pathway is represented by the approach (or preparatory) phase, which is essential to facilitate the student's familiarisation with the experience. This paper aims to discuss the main results of an exploratory mixed-method research that had as its primary objective to understand how different approach phases impact on the immersive experience in terms of learning outcomes, engagement and perceived sense of presence among a group of students of the Master degree in Philosophy. The paper concludes by sharing instructional design tips for effectively introducing immersive technologies in educational contexts.
virtual reality; immersive technologies; introductory phase; learning outcomes; higher education
Settore M-PED/03 - Didattica e Pedagogia Speciale
Settore M-FIL/04 - Estetica
Settore PAED-02/A - Didattica e pedagogia speciale
   An-Iconology: History, Theory, and Practices of Environmental Images (AN-ICON)
   AN-ICON
   EUROPEAN COMMISSION
   H2020
   834033
2024
https://www.qtimes.it/?p=file&d=202409&id=terrenghi-et-al_qtimes-jetss_lug24_1.pdf
Article (author)
File in questo prodotto:
File Dimensione Formato  
2024 Terrenghi Cavaletti.pdf

accesso aperto

Tipologia: Publisher's version/PDF
Dimensione 639.37 kB
Formato Adobe PDF
639.37 kB Adobe PDF Visualizza/Apri
Pubblicazioni consigliate

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/1094588
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact