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Mobile VR in Education: From the Fringe to the Mainstream

Mobile VR in Education: From the Fringe to the Mainstream
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Author(s): Thomas Cochrane (Auckland University of Technology, New Zealand)
Copyright: 2018
Pages: 19
Source title: Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-5225-5469-1.ch014

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Abstract

This paper explores the development of virtual reality (VR) use in education and the emergence of mobile VR based content creation and sharing as a platform for enabling learner-generated content and learner-generated contexts. The author argues that an ecology of resources that maps the user content creation and sharing affordances of mobile devices, social media, mobile head mounted displays and mobile VR cameras, provides an opportunity to design authentic VR learning experiences. The design of these VR learning experiences are informed by networked student-centred pedagogies. Based upon this background the paper provides a conceptual framework for implementing student-generated mobile VR embedded within a design based research methodology across three discipline contexts: paramedicine, journalism, and new media production.

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