Virtual Reality, Real Pedagogy: A Contextual Inquiry of Instructor Practices with VR Video

Social & Collaborative VROnline Learning & MOOC PlatformsK-12 TeachersUniversity Professors & Researchers

Document Title

Virtual Reality, Real Pedagogy: A Contextual Inquiry of Instructor Practices with VR Video

Document Information

  • Subject Area: Educational Technology, Application of Virtual Reality (VR) Video in Higher Education
  • Keywords: Virtual Reality, 360-degree Video, VR Video, Educational VR, Higher Education

Research Background and Issues

  • Problems or Challenges Identified by the Authors:

    1. Despite the significant potential of virtual reality technology in education, educators face challenges in creating VR-specific content, particularly due to the lack of empirical research supporting the integration of VR videos into teaching practices.
    2. There is limited research on how educators adapt their teaching methods when adopting VR videos.
    3. Teachers lack effective support, tools, and resources for creating appropriate VR video content.
  • Why This Issue is Important: VR videos can provide immersive and dynamic learning experiences, enhancing student outcomes such as knowledge retention, motivation, and performance. However, if not effectively integrated into actual teaching practices, these benefits may lead to wasted resources and fail to achieve their intended educational impact.

  • Research Motivation and Related Work:

    1. Literature highlights the positive impact of VR videos in education, such as improved learning outcomes, but existing studies mostly focus on specific disciplines or laboratory settings, lacking exploration of real-world teaching practices.
    2. The authors aim to address this empirical gap by investigating actual instructor practices to provide design guidance for the educational application of VR videos.

Solution

  • Proposed Methods or Solutions:

    1. Employing the Contextual Inquiry method, combining field interviews and online explanation sessions to explore how educators integrate VR videos.
    2. Investigating the teaching scenarios, objectives, and potential uses of VR videos among 11 instructors, analyzing strategies for enhancing teaching effectiveness through classroom activity design and reorganization of teaching units.
    3. Offering design recommendations to guide the development of VR video learning experiences across diverse educational environments.
  • Innovative Aspects of the Solution:

    1. Incorporating the real work environment of educators into the research context, avoiding a disconnect between theory and practice.
    2. Demonstrating the adaptability of VR videos across various educational scenarios while identifying challenges and potential needs.
    3. Providing a methodological framework for integrating VR educational technology from the perspective of teaching module reconstruction.
  • Implementation Steps and Key Techniques:

    1. Contextual Interviews: Observing and interviewing educators in their actual workplaces.
    2. VR Video Experience: Utilizing an open-source VR video collaboration system to allow educators to explore technical capabilities and conceive teaching applications.
    3. Analysis and Reorganization of Teaching Units: Interviewing educators and observing how they design instructional materials and locate or generate suitable VR video content.
    4. Online Explanation and Results Validation: Using online surveys to validate preliminary findings and gather additional feedback.

Research Outcomes

  • Specific Results:

    1. Identified 14 teaching scenarios where VR videos can be integrated, including virtual tours, process recording, spatial knowledge representation, and other educational activities.
    2. Provided recommendations for adjusting teaching activities, such as iterative design of teaching units and pilot courses to improve teaching effectiveness.
    3. Discovered major barriers to the educational application of VR videos, such as the lack of content discovery and editing tools, absence of management and monitoring tools, and the need for discipline-specific learning aids.
  • Advantages Compared to Existing Solutions:

    1. Offering more practical guidance by starting from the actual teaching context of educators.
    2. Focusing on the integration of VR technology with existing teaching objectives and studying its real impact on classroom environments.
    3. Emphasizing the importance of learning communities and technical support to facilitate technology adoption.
  • Experimental or Evaluation Results:

    1. Educators generally believe VR videos enhance student engagement and provide deeper learning experiences but emphasize the need for more evidence to support their educational effectiveness.
    2. Authoring tools for VR videos need further simplification to lower the technical barriers for content creation and editing.
    3. The lack of classroom management tools, student monitoring, and activity evaluation is a major obstacle to adopting VR video teaching.
  • Limitations and Future Directions:

    1. The study sample is drawn from a single university, which may limit its generalizability to other educational stages (e.g., K-12) or regions.
    2. The literature primarily focuses on educators' reflections and assumptions, requiring further research to validate actual classroom implementation.
    3. Developing user-friendly and cost-effective tools is necessary to meet the needs for VR video creation, editing, and management.
    4. Supporting the creation of interdisciplinary VR educational resource repositories and knowledge-sharing ecosystems to promote experience and content exchange among educators.

These findings and design insights provide clear directions and practical guidance for the future development of VR videos and VR educational technology.

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https://hci.top/en/papers/chi/146868/2024

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DOI: https://doi.org/10.1145/3613904.3642510
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CHI
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2024
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6 authors
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Social & Collaborative VR, Online Learning & MOOC Platforms
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K-12 Teachers, University Professors & Researchers
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