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  • OA-2022-05-iLRN-Mind Palace

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Step Into My Mind Palace: Exploration of a Collaborative Paragogy Tool in VR

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

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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/ISSNConference contribution/Paperpeer-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 -