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Licence: CC BY-NC-SA: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
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TY - GEN
T1 - VERITAS
T2 - Mind-mapping in Virtual Reality
AU - Sims, Rob
AU - Karnik, Abe
PY - 2021/6/28
Y1 - 2021/6/28
N2 - Inquiry based learning is a modern and innovative learning strategy that aims to stimulate students’ interest in a topic and target Bloom’s higher order cognitive process. Reflective tasks, such as mind mapping, support inquiry-based learning. Virtual Reality (VR) presents novel opportunities to help scaffold reflective tasks in inquiry-based learning by supporting use of the 3D space which is not available via existing 2D mind mapping applications. In this paper we present VERITAS, a VR application for mind-mapping based reflective tasks operating on the low-cost Oculus Go device. We discuss the interaction design for the mind-mapping task and evaluate the system from a usability perspective. Our results show that novice participants are able to learn how to use the interactions quickly and utilize them effectively to build mind-maps in 3D. VERITAS establishes the usability of VR and essential interactions to successfully perform abstract and complex reflective tasks like mind-mapping.
AB - Inquiry based learning is a modern and innovative learning strategy that aims to stimulate students’ interest in a topic and target Bloom’s higher order cognitive process. Reflective tasks, such as mind mapping, support inquiry-based learning. Virtual Reality (VR) presents novel opportunities to help scaffold reflective tasks in inquiry-based learning by supporting use of the 3D space which is not available via existing 2D mind mapping applications. In this paper we present VERITAS, a VR application for mind-mapping based reflective tasks operating on the low-cost Oculus Go device. We discuss the interaction design for the mind-mapping task and evaluate the system from a usability perspective. Our results show that novice participants are able to learn how to use the interactions quickly and utilize them effectively to build mind-maps in 3D. VERITAS establishes the usability of VR and essential interactions to successfully perform abstract and complex reflective tasks like mind-mapping.
KW - Virtual Reality
KW - Engagement
KW - Education
KW - Reflective tasks
KW - Inquiry-based Learning
U2 - 10.23919/iLRN52045.2021.9459348
DO - 10.23919/iLRN52045.2021.9459348
M3 - Conference contribution/Paper
T3 - 2021 7th International Conference of the Immersive Learning Research Network (iLRN)
BT - 2021 7th International Conference of the Immersive Learning Research Network (iLRN)
PB - IEEE
ER -