Enhancing learning and engagement through embodied interaction within a mixed reality simulation
By Robb Lindgren, Michael Tscholl, Shuai Wang, Emily Kuzneski Johnson. Comput. Educ., 2016
486 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Experimental and Cognitive Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/8d94203c98bda58ed560be4b50c31a6aba8e14fb
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In Developmental and Educational Psychology
In Experimental and Cognitive Psychology
In Human-Computer Interaction
Citations in the corpus
- Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls (2018, background): “In a mixed reality study on astronomy, students learned more about dynamic concepts with full body movements (Lindgren et al., 2016 ).”
- Effects of Integrating Physical Activities Into a Science Lesson on Preschool Children's Learning and Enjoyment (2017, unknown): “…in wholebody movements simulations, to a control condition using a desktop version of the simulation (i.e. movements by clicking a computer mouse), Lindgren et al. (2016) found that the learning gains as well as children’s engagement levels were more pronounced in the experimental condition.”
- The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective (2020, background): “Mixed reality content has traditionally been used for games [2], education [3], training [4], tourism [5], and cultural exhibitions [6].”
- A Review on Mixed Reality: Current Trends, Challenges and Prospects (2020, background): “Then, the user perceives the external forces affecting the asteroid trajectory using embodied learning [111].”
- A Critical Review of the Use of Virtual Reality in Construction Engineering Education and Training (2018, methodology): “Users are encourage to use VR technologies closely with other visualization approaches, such as AR, to create a multivariate mixed reality (MR) education environment [123].”