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Tuesday, May 25
 

7:00am EDT

Assessment & Evaluation - Oral Presentations 1
Presentations
 
An Academic Conference In Virtual Reality? – Evaluation Of A SocialVR Conference
Miriam Mulders(1), Raphael Zender(2)
1: University of Duisburg Essen, Germany; 2: University of Potsdam, Germany
Watch the presentation video​​​

One of the first academic conferences in head-mounted display (HMD)-based Social Virtual Reality (SocialVR) was realized. The conference aims to support knowledge acquisition and informal exchange regarding the technology SocialVR itself and the use of Virtual and Augmented Reality technologies (VR/AR) in vocational education. The paper presents results of an explorative study of 75 conference participants. Results indicate that SocialVR is generally suited to host an academic conference. In some areas, it seems inferior or equivalent to other digital formats or face-to-face events. In other areas, it offers added value. Further research is needed to take advantage of these positive effects.
 
 
Evaluation Design Methodology for an AR App for English Literacy Skills
Jennifer Tiede(1), Farzin Matin(2), Rita Treacy(3), Silke Grafe(1), Eleni Mangina(2)
1: University of Würzburg, Germany; 2: University College Dublin, Ireland; 3: Wordsworthlearning, Ireland
Watch the presentation video​​​

Augmented Reality (AR) is a powerful tool for supporting students’ learning processes, but sound research findings regarding the systematic evaluation of AR-enhanced teaching and learning processes are scarce especially with regards to literacy attainment. Hence, against the background of a systematic literature review the evaluation approach in the European H2020 ARETE project is introduced. The effects of Augmented Reality (AR) on fourth to sixth grade primary school students’ literacy skills acquisition are assessed. The evaluation approach has been designed systematically to respond to important research desiderata such as the development of multimethod and multi-perspective evaluation approaches combining different target groups and measurements. The aim of this paper is the design clarification and the provision of the research desideratum of evaluation design and metrics that are suitable for systematically assessing students’ literacy attainment when utilising AR.
 
 
Using Support Vector Machine on EEG Signals for College Students' Immersive Learning Evaluation
Boxin Wan(1,2), Wenshan Huang(1), Ludi Bai(1,2), Junqi Guo(1,2)
1: School of Artificial Intelligence,Beijing Normal University, Beijing, China; 2: Center for Big Data Mining & Knowledge Engineering,Beijing Normal University, Beijing, China
Watch the presentation video​​​

Conventional methods such as questionnaires and scales to evaluate learners’ learning immersion are influenced by individuals’ subjective factors. The non-synchronism between the learning state and after-learning investigation also reduces the accuracy. We propose a new method to evaluate learners’ learning immersion based on electroencephalogram (EEG) and support vector machine (SVM). We construct 2 learning scenarios to induce immersive senses: VR video learning for high-level immersion and online English word learning for low-level immersion. To distinguish two immersion levels, students' EEGs are collected. After entering their attention score, relaxation score, the synchronization rate between the 2 scores, high alpha and low beta wave into SVM model, the precision accuracy reaches 87.80%. Taken the classified results and the participants’ self-reports together, we find VR devices can create a more immersive environment which improves learners’ learning effect. Our findings provide evidence supporting the feasibility of predicting learning immersion levels by physiological recordings.

Presenters
avatar for Silke Grafe

Silke Grafe

Professor, University of Würzburg
avatar for Raphael Zender

Raphael Zender

University of Potsdam
I am a computer science researcher at the University of Potsdam with an interdisciplinary focus on teaching and learning with virtual and augmented reality (VR/AR) technologies. I lead the VR/AR-related research projects at the Chair of Complex Multimedia Application Architectures... Read More →
avatar for Boxin Wan

Boxin Wan

Beijing Normal University
avatar for Miriam Mulders

Miriam Mulders

Research Assistant, University of Duisburg Essen
Hey, my name is Miriam Mulders. I am a research assistant at the Learning Lab/University of Duisburg-Essen/Germany. I am involved in teaching and learning in VR, for example in training as a vehicle painter.
avatar for Jennifer Tiede

Jennifer Tiede

Research Fellow, University of Würzburg
I specialize in research on media-related educational competencies of preservice teachers and teacher educators, in the benefits and challenges of AR and VR in education, and in the evaluation of pedagogical interventions on an international level. I am also strongly interested in... Read More →


Tuesday May 25, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Wednesday, May 26
 

7:00am EDT

Special Track on Self and Co-regulated Learning with Immersive Learning Environments (SCILE) - Oral Presentations 1
Presentations
 
Supporting Teachers' SRL Beliefs and Practices with Immersive Learning Environments: Evidence from a Unique Simulations-Based Program
Orna Heaysman, Bracha Kramarski
Bar Ilan University, Israel
Watch the presentation video
 
Empirical evidence indicates that, as a result of teachers' belief systems and the absence of an SRL development for teaching practice, teachers are challenged by the adoption of SRL in learning and teaching. This study explored a support program for SRL through quasi-experimental design to encourage aspects of SRL (planning, monitoring, evaluation) stimulated in a unique immersive simulation learning environment. Participants were 72 primary school teachers assigned to experimental or control groups. Results show that the teachers from the experimental group have shifted their beliefs towards autonomous learning and used more SRL in lesson planning and teaching reflections
 
 
Exploring the Real-Time Touchless Hand Interaction and Intelligent Agents in Augmented Reality Learning Applications
Muhammad Zahid Iqbal(1), Eleni Mangina(2), ‪Abraham G. Campbell(3)
1: School of Computer Science, University College Dublin, Ireland; 2: School of Computer Science, University College Dublin, Ireland; 3: School of Computer Science, University College Dublin, Ireland
Watch the presentation video​​​

During the last decade, there has been a surge in research studies exploring the adoption of Augmented Reality (AR) in educational settings. Within these multiple research studies, AR's capability to extend the teaching and learning environment with augmented 3D learning objects with enhanced interactive capabilities have been demonstrated. This new technology has not been widely adopted in the mainstream but with the recent unprecedented circumstances of COVID-19, there has been an increasing societal willingness to adopt these technologies. AR has been a desirable technology due to its inherent touchless nature which facilitates social distancing at this time but AR applications crucially offer so much more. They can provide interactive functionality through augmentation of the teaching and learning environment within an immersive user experience including 3D interactions with learning objects, gestures, hand interaction, tangible and multi-modal interaction.
This paper presents the results of a review of touchless interaction studies in educational applications and proposes the implementation of real-time touchless hand interaction within kinesthetic learning and utilization of machine learning agents. The architecture of two AR applications with real-time hand interaction and machine learning agents are demonstrated within this paper enabling engaged kinesthetic learning as an alternative learning interface.

Visualizing The Collaborative Problem Solving Process In An Immersive Cross Platform Game
Meredith Thompson, Cigdem Uz Bilgin, Rik Eberhart, Lucy Cho, Melat Anteneh, Eric Klopfer
MIT, United States of America
Watch the presentation video​​​

This study explores how players engage in problem solving during a cross-platform collaborative game. Players took on one of two roles: an Explorer in virtual reality head mounted display and a Navigator using a tablet. Videos of 40 minute game play sessions for 8 pairs of players were transcribed and examined for patterns of game play based on stages of collaborative problem solving (CPS) developed by Fiore et al (2017). Players’ discussion during gameplay was analyzed and visualized through Epistemic Network Analysis. Results suggested that players engaged in two way communication using biology terms throughout the game, and that communication styles were linked to roles. After initial orientation, players moved through multiple cycles of cluefinding and discussion that followed similar patterns even in groups with different knowledge levels. These results suggest that collaborative problem solving can be initiated through roles in a serious game and documented through participants’ conversation during a serious game. Future research will focus on whether the game can be used to learn, practice, and improve players’ CPS skills

Presenters
avatar for Meredith Thompson

Meredith Thompson

Research Scientist and Instructor, Massachusetts Institute of Technology
collaboration, virtual reality, STEM and STEAM education, K12 education, teacher preparation, experiential learning
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Orna Heaysman

Bar-Ilan University
I am a Ph.D. candidate at Bar Ilan University, Israel. My research, guided by prof. Bracha Kramarski, is about nurturing self-regulated learning and among primary school teachers and students.
avatar for Muhammad Zahid Iqbal

Muhammad Zahid Iqbal

PhD Researcher, University College Dublin
I am a PhD Researcher at University College Dublin, Ireland. My area of interest is Human-Computer Interaction, Augmented reality with touchless interaction technologies, Artificial intelligence and machine learning agents for STEM education. I am also a fellow of the Heidelberg Laureate... Read More →


Wednesday May 26, 2021 7:00am - 8:30am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Tuesday, June 1
 

8:00am EDT

Poster Session - Synapse VR: Catalyzing Collaboration through Immersive Learning
Synapse VR: Catalyzing Collaboration through Immersive Learning
Cat Flynn, Seth Corrigan, Faby Gagne
Watch the presentation video



Presenters
SC

Seth Corrigan

Senior Director of Research and Development, Southern New Hampshire University


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session 2
Please pardon our dust as we replaced this one Sched session with 29 individual sessions.  Please visit the booths in the Expo Hall!



Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela
 
Monday, June 7
 

12:00pm EDT

Inclusion, Diversity, Equity, Access, & Social Justice - Special Session 3: Student Engagement with Reduced Bias in a Virtual Classroom Environment
Student Engagement with Reduced Bias in a Virtual Classroom Environment
Esther Brandon(1), Raphael Freiwirth(2,3)
1: Brandeis University, United States of America; 2: Miramar College, United States of America; 3: The Commons XR, United States of America
 
To Transcend is critical, but the path must contain a mechanism to both combat dis-engagement and bias in a classroom environment. Why bias and engagement issues as one, because one can create an issue with the other. Not all engagement issues are bias-related, but many are. And not all bias issues may create dis-engagement, but certainly, there are many studies that seem to point that it can. Why not use tools in the classroom that can improve engagement and reduce both explicit and implicit bias? Virtual reality is one such tool if used correctly. Join us to explore the possibilities of a classroom environment that might help out the next generation of students to transcend the norms of today!
 

Presenters
avatar for Esther Brandon

Esther Brandon

Digital Literacy Specialist, Brandeis University
Esther Brandon is the Digital Literacy Specialist for undergraduate and graduate programs at Brandeis University. She is an enthusiastic seeker of new instructional technologies, focused on best teaching practices. Esther holds a Masters of Arts in Teaching in Secondary Education... Read More →


Monday June 7, 2021 12:00pm - 1:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela