Standard
Step Into My Mind Palace: Exploration of a Collaborative Paragogy Tool in VR. /
Sims, Robert; Chang, Barry; Bennett, Verity et al.
Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022. ed. / Andreas Dengel; Marie-Luce Bourguet; Daniela Pedrosa; James Hutson; Kai Erenli; Daphne Economou; Anasol Pena-Rios; Jonathon Richter. IEEE, 2022. p. 427-434 (2022 8th International Conference of the Immersive Learning Research Network (iLRN)).
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Harvard
Sims, R, Chang, B, Bennett, V, Krishnan, A, Aboubakar, A, Coman, G, Bahrami, A, Huang, Z
, Clarke, C & Karnik, A 2022,
Step Into My Mind Palace: Exploration of a Collaborative Paragogy Tool in VR. in A Dengel, M-L Bourguet, D Pedrosa, J Hutson, K Erenli, D Economou, A Pena-Rios & J Richter (eds),
Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022. 2022 8th International Conference of the Immersive Learning Research Network (iLRN), IEEE, pp. 427-434.
https://doi.org/10.23919/iLRN55037.2022.9815936
APA
Sims, R., Chang, B., Bennett, V., Krishnan, A., Aboubakar, A., Coman, G., Bahrami, A., Huang, Z.
, Clarke, C., & Karnik, A. (2022).
Step Into My Mind Palace: Exploration of a Collaborative Paragogy Tool in VR. In A. Dengel, M.-L. Bourguet, D. Pedrosa, J. Hutson, K. Erenli, D. Economou, A. Pena-Rios, & J. Richter (Eds.),
Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022 (pp. 427-434). (2022 8th International Conference of the Immersive Learning Research Network (iLRN)). IEEE.
https://doi.org/10.23919/iLRN55037.2022.9815936
Vancouver
Sims R, Chang B, Bennett V, Krishnan A, Aboubakar A, Coman G et al.
Step Into My Mind Palace: Exploration of a Collaborative Paragogy Tool in VR. In Dengel A, Bourguet ML, Pedrosa D, Hutson J, Erenli K, Economou D, Pena-Rios A, Richter J, editors, Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022. IEEE. 2022. p. 427-434. (2022 8th International Conference of the Immersive Learning Research Network (iLRN)). Epub 2022 May 30. doi: 10.23919/iLRN55037.2022.9815936
Author
Sims, Robert ; Chang, Barry ; Bennett, Verity et al. /
Step Into My Mind Palace : Exploration of a Collaborative Paragogy Tool in VR. Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022. editor / Andreas Dengel ; Marie-Luce Bourguet ; Daniela Pedrosa ; James Hutson ; Kai Erenli ; Daphne Economou ; Anasol Pena-Rios ; Jonathon Richter. IEEE, 2022. pp. 427-434 (2022 8th International Conference of the Immersive Learning Research Network (iLRN)).
Bibtex
@inproceedings{7c53ca6d8117465cbdb8c3762ba20d8b,
title = "Step Into My Mind Palace: Exploration of a Collaborative Paragogy Tool in VR",
abstract = "Virtual Reality (VR) can mediate remote collaborative learning and can support pedagogical processes like paragogy. Within education, methods such as spaced repetition and memory palaces exist to support the cognitive process of remembering. We identify an opportunity to enhance learner-led collaborative paragogy involving these methods through immersive VR experiences. We present CleVR, a VR-mediated collaboration-based system that supports the memory palace and spaced repetition techniques. As an exploratory study, we aim to identify the applicability, viability and user perception for such a system combining these two techniques in VR. CleVR is a novel implementation which provides a location-driven metaphor to populate and present multiple resources related to a topic for peer-led exploration. We discuss the design and provide a prototype implementation of CleVR. We conducted two studies, a targeted expert user review and a broader proof of concept survey. The results of the studies show interesting outcomes, with the system described as {\textquoteleft}engaging{\textquoteright}, {\textquoteleft}useful{\textquoteright} and {\textquoteleft}fun{\textquoteright}. Our findings provide insights to the potential of using Virtual Reality Learning Environments (VRLE) geared towards collaborative learner-led activities.",
author = "Robert Sims and Barry Chang and Verity Bennett and Advaith Krishnan and Abdalslam Aboubakar and George Coman and Abdulrazak Bahrami and Zehao Huang and Christopher Clarke and Abhijit Karnik",
note = "{\textcopyright}2022 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE. ",
year = "2022",
month = jul,
day = "11",
doi = "10.23919/iLRN55037.2022.9815936",
language = "English",
series = "2022 8th International Conference of the Immersive Learning Research Network (iLRN)",
publisher = "IEEE",
pages = "427--434",
editor = "Andreas Dengel and Marie-Luce Bourguet and Daniela Pedrosa and James Hutson and Kai Erenli and Daphne Economou and Anasol Pena-Rios and Jonathon Richter",
booktitle = "Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022",
}
RIS
TY - GEN
T1 - Step Into My Mind Palace
T2 - Exploration of a Collaborative Paragogy Tool in VR
AU - Sims, Robert
AU - Chang, Barry
AU - Bennett, Verity
AU - Krishnan, Advaith
AU - Aboubakar, Abdalslam
AU - Coman, George
AU - Bahrami, Abdulrazak
AU - Huang, Zehao
AU - Clarke, Christopher
AU - Karnik, Abhijit
N1 - ©2022 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.
PY - 2022/7/11
Y1 - 2022/7/11
N2 - Virtual Reality (VR) can mediate remote collaborative learning and can support pedagogical processes like paragogy. Within education, methods such as spaced repetition and memory palaces exist to support the cognitive process of remembering. We identify an opportunity to enhance learner-led collaborative paragogy involving these methods through immersive VR experiences. We present CleVR, a VR-mediated collaboration-based system that supports the memory palace and spaced repetition techniques. As an exploratory study, we aim to identify the applicability, viability and user perception for such a system combining these two techniques in VR. CleVR is a novel implementation which provides a location-driven metaphor to populate and present multiple resources related to a topic for peer-led exploration. We discuss the design and provide a prototype implementation of CleVR. We conducted two studies, a targeted expert user review and a broader proof of concept survey. The results of the studies show interesting outcomes, with the system described as ‘engaging’, ‘useful’ and ‘fun’. Our findings provide insights to the potential of using Virtual Reality Learning Environments (VRLE) geared towards collaborative learner-led activities.
AB - Virtual Reality (VR) can mediate remote collaborative learning and can support pedagogical processes like paragogy. Within education, methods such as spaced repetition and memory palaces exist to support the cognitive process of remembering. We identify an opportunity to enhance learner-led collaborative paragogy involving these methods through immersive VR experiences. We present CleVR, a VR-mediated collaboration-based system that supports the memory palace and spaced repetition techniques. As an exploratory study, we aim to identify the applicability, viability and user perception for such a system combining these two techniques in VR. CleVR is a novel implementation which provides a location-driven metaphor to populate and present multiple resources related to a topic for peer-led exploration. We discuss the design and provide a prototype implementation of CleVR. We conducted two studies, a targeted expert user review and a broader proof of concept survey. The results of the studies show interesting outcomes, with the system described as ‘engaging’, ‘useful’ and ‘fun’. Our findings provide insights to the potential of using Virtual Reality Learning Environments (VRLE) geared towards collaborative learner-led activities.
U2 - 10.23919/iLRN55037.2022.9815936
DO - 10.23919/iLRN55037.2022.9815936
M3 - Conference contribution/Paper
T3 - 2022 8th International Conference of the Immersive Learning Research Network (iLRN)
SP - 427
EP - 434
BT - Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022
A2 - Dengel, Andreas
A2 - Bourguet, Marie-Luce
A2 - Pedrosa, Daniela
A2 - Hutson, James
A2 - Erenli, Kai
A2 - Economou, Daphne
A2 - Pena-Rios, Anasol
A2 - Richter, Jonathon
PB - IEEE
ER -