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dc.contributor.advisorEric Klopfer.en_US
dc.contributor.authorWang, Annieen_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Comparative Media Studies.en_US
dc.date.accessioned2020-09-21T16:42:08Z
dc.date.available2020-09-21T16:42:08Z
dc.date.copyright2020en_US
dc.date.issued2020en_US
dc.identifier.urihttps://hdl.handle.net/1721.1/127661
dc.descriptionThesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Comparative Media Studies/Writing, May, 2020en_US
dc.descriptionCataloged from the official PDF of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 91-100).en_US
dc.description.abstractIn the last few years, the perception of virtual reality (VR) has shifted from an entertaining novelty to an increasingly mainstream technological medium. However, the methods of creating and assessing high-fidelity immersive VR for learning remain nascent. With the growing demands for change in the 21st-century American education system, it is increasingly important for designers and developers to approach the topic of VR for K-12 learning thoughtfully yet critically. This thesis grounds VR within the greater context of technology-mediated learning by examining its affordances, relevant educational frameworks, and cognitive limitations through the academic lenses of pedagogy, cognitive science, and educational psychology. It then utilizes a case study, the CLEVR project, to trace an in-depth example of an ongoing VR game through user feedback, data analysis, and iterative game design. Ultimately, I use findings generated from the CLEVR project to develop recommendations for designing and integrating VR into K-12 classrooms, with the hopes of informing current and future designers about balancing VR's affordances with learning outcomes in order to develop successful immersive learning experiences.en_US
dc.description.statementofresponsibilityby Annie Wang.en_US
dc.format.extent152 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses may be protected by copyright. Please reuse MIT thesis content according to the MIT Libraries Permissions Policy, which is available through the URL provided.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectComparative Media Studies.en_US
dc.titleCreators, classrooms, and cells : designing for the benefits and limitations of learning in immersive virtual realityen_US
dc.typeThesisen_US
dc.description.degreeS.M. in Comparative Media Studiesen_US
dc.identifier.oclc1192966594en_US
dc.description.collectionS.M.inComparativeMediaStudies Massachusetts Institute of Technology, Department of Comparative Media Studies/Writingen_US
dspace.imported2020-09-21T16:42:07Zen_US
mit.thesis.degreeMasteren_US
mit.thesis.departmentCMSen_US


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