Transitioning to virtual reality learning in 5E learning model
Pedagogical practices for science learning
Bibliographic Data
| ID | 21631258 |
|---|---|
| Authors | Chih-Hung Lin (National Chiayi University), Chih‐Hung Lin (0000-0001-9044-8607, National Chiayi University), Dadan Sumardani (0000-0001-5367-6096, Teachers College, National Chiayi University, Chiayi City, Taiwan, corresponding author) |
| Year | 2023 |
| Pages | 1-15 |
| Publication date | 2023-01-12 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Interactive Learning Environments (JOURNAL) |
| Journal identifiers | ISSN: 1049-4820 • E-ISSN: 1744-5191 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/10494820.2022.2160468 |
| OpenAlex | W4319839545 |
| Language | EN |
| Citations received | 6 |
| References cited | 45 |
Virtual Reality (VR) has been widely adopted in educational research; however, its implementation in the classroom is still not as well known as in the research field. In other words, there is a gap between researchers and practitioners regarding the pedagogical issue. This study aimed to explore how VR could be applied in science classrooms using the 5E learning model approach, thus providing an overview of VR implementation from teachers’ perspectives. The method was a qualitative study in which it was validated using methodological triangulation, including open-ended questions, video-recording observations, and field notes. The finding revealed that learning science using VR for visualizing abstract concepts was suitable to be integrated with the 5E learning model, which provided an authentic opportunity for students to become curious and engage in the inquiry process. However, teachers should guide students to avoid misconceptions during the learning process. Moreover, this finding provides practical insights where an elaboration prompt is required before using a VR headset to turn the potential of VR into actual in-depth learning. Finally, 5E learning implementation can be integrated with other learning approaches, such as situated learning and guided inquiry learning, to suit the contents and teachers’ pedagogical knowledge
Educational technology · Experiential learning · Headset · Human–computer interaction · Learning Sciences · Mathematics education · Situated learning · Virtual reality · Computer Science · Educational Games and Gamification · Psychology · Technology-Enhanced Education Studies · Virtual Reality Applications and Impacts
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Integrating feedback mechanisms and ChatGPT for VR-based experiential learning
Signaling feedback mechanisms to promoting self-regulated learning and motivation in virtual reality transferred to real-world hands-on tasks
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Effects of Virtual Reality Game‐Assisted Inquiry‐Based Learning on Bilingual Visual Arts Education
Adding immersive virtual reality to a science lab simulation causes more presence but less learning
Preparing pre-service teachers to integrate technology in education
Presence and Cybersickness in Virtual Reality Are Negatively Related
Arduino-assisted robotics coding applications integrated into the 5E learning model in science teaching
A meta-analysis of virtual reality training programs for social skill development
Prompting in-depth learning in immersive virtual reality
Can an immersive virtual reality simulation increase students’ interest and career aspirations in science
Virtual reality in the HE classroom
Research Design
| Unique citing works | 6 |
|---|---|
| Citations per year | 3 |
| Citation span | 2024 - 2026 (3) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 6 |