TY - CHAP
T1 - VR situated simulations
AU - Soneson, Thore
AU - Johansson, Michael
AU - Ahlqvist, Kerstin
AU - Bruce, Barbro
AU - Siotis Ekberg, Camilla
PY - 2020
Y1 - 2020
N2 - The paper is authored by Michael Johansson, Thore Soneson, Kerstin Ahlqvist, Barbro Bruce, and Camilla Siotis Ekberg and titled VR Situated Simulations. Here, the authors discusses experiences from developing mediated learning situations in a VR-filmedcontext. They argue for how such productions require approaches based on co-designand innovative team constellations including knowledge and skills from different areasto join forces for adequate VR solutions. In the chapter, the authors describe the processof developing VR learning situations by being inspired by related studies in the fieldof collaborative design, where various stakeholders were engaged in different parts ofthe production; from scriptwriting for interactive media, to creating and editing specificcase studies in an interactive VR format, and, also, gathering students’ experiences ofthe scripts and case studies. Based on this, the authors argue that 3D environments forreflection and discussion can be combined to form a common knowledge base in differentfields of application, e.g. in the areas of education and Human Resources. Further, it isemphasised that simulations of authentic and real situations have an immersive potentialto create pedagogical innovations
AB - The paper is authored by Michael Johansson, Thore Soneson, Kerstin Ahlqvist, Barbro Bruce, and Camilla Siotis Ekberg and titled VR Situated Simulations. Here, the authors discusses experiences from developing mediated learning situations in a VR-filmedcontext. They argue for how such productions require approaches based on co-designand innovative team constellations including knowledge and skills from different areasto join forces for adequate VR solutions. In the chapter, the authors describe the processof developing VR learning situations by being inspired by related studies in the fieldof collaborative design, where various stakeholders were engaged in different parts ofthe production; from scriptwriting for interactive media, to creating and editing specificcase studies in an interactive VR format, and, also, gathering students’ experiences ofthe scripts and case studies. Based on this, the authors argue that 3D environments forreflection and discussion can be combined to form a common knowledge base in differentfields of application, e.g. in the areas of education and Human Resources. Further, it isemphasised that simulations of authentic and real situations have an immersive potentialto create pedagogical innovations
KW - digital design
KW - learning lab
KW - virtual reality
KW - work integrated learning
U2 - 10.1007/978-3-030-53294-9_56
DO - 10.1007/978-3-030-53294-9_56
M3 - Chapter in book
T3 - Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
SP - 730
EP - 738
BT - Interactivity, Game Creation, Design, Learning, and Innovation
A2 - null, Brooks
A2 - null, Anthony
A2 - Irene, Eva
PB - Springer
CY - Cham
ER -