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dc.contributor.authorWang, Annie
dc.contributor.authorThompson, Meredith M
dc.contributor.authorUz Bilgin, Cigdem
dc.contributor.authorKlopfer, Eric
dc.date.accessioned2021-12-16T18:38:08Z
dc.date.available2021-12-16T14:08:41Z
dc.date.available2021-12-16T18:38:08Z
dc.date.issued2021-10
dc.identifier.issn2673-4192
dc.identifier.urihttps://hdl.handle.net/1721.1/138498.2
dc.description.abstract<jats:p>Virtual reality has become an increasingly important topic in the field of education research, going from a tool of interest to a tool of practice. In this paper, we document and summarize the studies associated with our 4-year design project, Collaborative Learning Environments in Virtual Reality (CLEVR). Our goal is to share the lessons we gleaned from the design and development of the game so that others may learn from our experiences as they are designing, developing, and testing VR for learning. We translate “lessons learned” from our user studies into “best practices” when developing authentic, interactive, and collaborative experiences in VR. We learned that authentic representations can enhance learning in virtual environments but come at a cost of increased time and resources in development. Interactive experiences can motivate learning and enable users to understand spatial relationships in ways that two dimensional representations cannot. Collaboration in VR can be used to alleviate some of the cognitive load inherent in VR environments, and VR can serve as a context for collaborative problem solving with the appropriate distribution of roles and resources. The paper concludes with a summation of best practices intended to inform future VR designers and researchers.</jats:p>en_US
dc.publisherFrontiers Media SAen_US
dc.relation.isversionof10.3389/frvir.2021.734083en_US
dc.rightsCreative Commons Attribution 4.0 International licenseen_US
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/en_US
dc.sourceFrontiersen_US
dc.titleAuthenticity, Interactivity, and Collaboration in Virtual Reality Games: Best Practices and Lessons Learneden_US
dc.typeArticleen_US
dc.identifier.citationWang, Annie, Thompson, Meredith, Uz-Bilgin, Cigdem and Klopfer, Eric. 2021. "Authenticity, Interactivity, and Collaboration in Virtual Reality Games: Best Practices and Lessons Learned." 2.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Program in Comparative Media Studies/Writing
dc.eprint.versionFinal published versionen_US
dc.type.urihttp://purl.org/eprint/type/JournalArticleen_US
eprint.statushttp://purl.org/eprint/status/PeerRevieweden_US
dspace.date.submission2021-12-16T14:03:35Z
mit.journal.volume2en_US
mit.licensePUBLISHER_CC
mit.metadata.statusPublication Information Neededen_US


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