Skip to main content

Design Prompts for Virtual Reality in Education

  • Conference paper
  • First Online:
Artificial Intelligence in Education (AIED 2019)

Abstract

The Learning Innovation team at the Open University, the UK’s largest higher education institution, is leading a project to support the design and implementation of educational Virtual Reality (VR). Using an iterative design methodology enables the team to explore VR’s educational affordances, and the new opportunities these represent to educators over established media forms. The design and development of two VR applications utilizing IBM Watson’s Artificial Intelligence (AI), for language learning and phlebotomy, has resulted in design principles that reinforces understanding of implementing AI in VR. The design principles are part of a broader ‘suitability toolkit’ enabling a practical assessment of the appropriateness of VR in educational contexts early on in the design process.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Fuchs, P., Moreau, G., Guitton, P. (eds.): Virtual Reality: Concepts and Technologies. CRC Press, Boca Raton (2011)

    Google Scholar 

  2. Sanchez-Vives, M.V., Slater, M.: From presence to consciousness through virtual reality. Nat. Rev. Neurosci. 6(4), 332–339 (2005)

    Article  Google Scholar 

  3. Slater, M.: Implicit learning through embodiment in immersive virtual reality. In: Liu, D., Dede, C., Huang, R., Richards, J. (eds.) Virtual, Augmented, and Mixed Realities in Education. SCI, pp. 19–33. Springer, Singapore (2017). https://doi.org/10.1007/978-981-10-5490-7_2

    Chapter  Google Scholar 

  4. Dede, C., Richards, J.: Strategic planning for R&D on immersive learning. In: Liu, D., Dede, C., Huang, R., Richards, J. (eds.) Virtual, augmented, and mixed realities in education, pp. 237–244. Springer, Singapore (2017). https://doi.org/10.1007/978-981-10-5490-7_13

    Chapter  Google Scholar 

  5. Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE Transact. Inf. Syst. 77, 1321–1329 (1994)

    Google Scholar 

  6. Cowling, M., Birt, J.: Pedagogy before technology: a design-based research approach to enhancing skills development in paramedic science using mixed reality. Information 9, 29 (2018)

    Article  Google Scholar 

  7. Parong, J., Mayer, R.E.: Learning science in immersive virtual reality. J. Educ. Psychol. 110(6), 785–797 (2018)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Wayne Holmes .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Kizilkaya, L., Vince, D., Holmes, W. (2019). Design Prompts for Virtual Reality in Education. In: Isotani, S., Millán, E., Ogan, A., Hastings, P., McLaren, B., Luckin, R. (eds) Artificial Intelligence in Education. AIED 2019. Lecture Notes in Computer Science(), vol 11626. Springer, Cham. https://doi.org/10.1007/978-3-030-23207-8_25

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-23207-8_25

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-23206-1

  • Online ISBN: 978-3-030-23207-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics