Virtual Reality as an Environment for Learning: Facilitating a Controlled Environment for Pupils with Diagnosed Concentration Disorders
- 190 Downloads
Pupils with concentration disorders need an education that is adapted for them, otherwise they could get a harder time fulfilling the goals of their education. They often need an adjustable learning environment with fewer distractions, clear tasks, lots of encouragement, and the possibility to succeed. Unfortunately, the public educational system sometimes fails in providing pupils the aid and support they need.
This paper presents a study regarding how Virtual Reality (VR) can be used as a learning support for pupils of age 16–18 years with diagnosed concentration disorders and how this type of technology can support them to accomplish their educational goals to a higher extent. The study is performed as a case study with three sources of data: (1) observations during a key task test, (2) qualitative interviews with the participants, and (3) a survey. First, during the key task test, the informants explored two Virtual Reality applications designed for educational purposes. Second, to get a deeper understanding of the participants’ experience on how Virtual Reality can be used in education, the results of the interviews were then compared to the results of the test. Third, the survey regarding general opinions and thoughts about using Virtual Reality for educational purposes were then used as a complement to the interview study and observations during the key task test (e.g., triangulation).
The findings are presented in three themes, where each one of them processes important features as what the technology needs to provide in order to be suitable for use in learning environments. The presented themes are: (1) the ability to concentrate, (2) the usability of VR, and (3) the possibility to learn. The findings indicate that the level of concentration can be increased while using VR technology due to a controlled environment. Further, the findings indicate that VR technology can be suitably used as a complement in education for pupils with concentration disorders, and in addition, it can support pupils to develop their own knowledge according to their specific needs.
KeywordsVirtual Reality Wearable enhanced learning Controlled learning environment Learning Concentration disorders
- Abbott, C. (2007). E-Inclusion: Learning difficulties and digital technologies. FutureLab series, report 15, Kings College, London. Online.Google Scholar
- Allison, D., & Hodges, L. F. (2000). Virtual reality for education? In Proceedings of the ACM symposium on Virtual reality software and technology (pp. 160–165). ACM.Google Scholar
- Bergström, P., Mårell-Olsson, E., & Jahnke, I. (2017). Variations of symbolic power and control in the one-to-one computing classroom: Swedish teachers’ enacted didactical design decisions. Scandinavian Journal of Educational Research. Epub ahead of print, 63, 38. https://doi.org/10.1080/00313831.2017.1324902.CrossRefGoogle Scholar
- Boyatzis, R. (1998). Thematic analysis and code development: Transforming qualitative information. London/New Delhi: Sage Publications.Google Scholar
- Common Sense Media. (2015). The common sense census: Media use by tweens and teens. Retrieved from https://www.commonsensemedia.org/sites/default/files/uploads/research/census_executivesummary.pdf
- Davies, C. (2002). Osmose: Notes on being in immersive virtual space. In C. Beardon & L. Malmborg (Eds.), Digital creativity: A reader. Lisse: Swets & Zeitlinger Publishers.Google Scholar
- Donaldson, M. (2006). Virtual destinations and student learning in middle school: A case study of a biology museum online. Youngstown: Cambria Press.Google Scholar
- Ely, M. (1991). Doing qualitative research. London: Falmer Press.Google Scholar
- Fontana, A., & Frey, J. H. (2005). The interview. In N. K. Denzin & Y. S. Lincoln (Eds.), The Sage handbook of qualitative research (3rd ed., pp. 695–727). Thousand Oaks: Sage Publications.Google Scholar
- Google VR. (2017). Google Cardboard. Google. Retrieved 180103 from https://vr.google.com/cardboard/
- Grauman Weinbaum, S. (1949). Pygmalion’s spectacles. Greg Weeks, Stephen Blundell and the online distributed proofreading team. Retrieved 180103 at http://www.pgdp.net
- Hägerström, J. (2017). VRSverige.se. Ger dig full koll på virtual reality. Retrieved 180103 from https://vrsverige.se/author/admin/. [Eng. VR Sweden. Gives you full control of virtual reality].
- Jonassen, D., Howland, J., Moore, J., & Marra, R. (2003). Learning to solve problems with technology: A constructivist perspective (2nd ed.). Upper Saddle River: Merrill Prentice Hall.Google Scholar
- Juul, K. (2003). Barn med uppmärksamhetsstörningar. Stockholm: Studentlitteratur. [Eng. Children with attention deficit].Google Scholar
- Kadesjö, B. (2001). Barn med koncentrationssvårigheter. Stockholm: Liber AB. [Eng. Children with concentration disorders].Google Scholar
- Krug, S. (2000). Don’t make me think! a common sence approach to web usability. Indianapolis: New Riders Publishing.Google Scholar
- Leontiev, A. N. (1986). Verksamhet, medvetande, personlighet: Tätigkeit, Bewusstsein, Persönlichkeit = Activity, consciousness, personality = Activité, conscience, personnalité. Moskva: Progress.Google Scholar
- Mårell-Olsson, E., Bergström, P. & Jahnke, I. (2019). Is the tablet a teacher or a student tool? Emergent practices in the tablet-based one-to-one computing classroom. In T. Cerratto Pargman & I. Jahnke (Eds.), Emergent practices and Material Condition in Teaching and Learning with Technology. New York, NY: Springer.Google Scholar
- Mondley. (2017). Play you way to a new language. Retrieved 180103 from https://www.mondlylanguages.com/
- Nardi, B. A. (1996). Context and Consciousness: Activity Theory and Human-computer Interaction. Cambridge, Massachusetts: MIT Press.Google Scholar
- Nielsen, J. (1993). Usability engineering. San Francisco, Academic Press.Google Scholar
- Olsson, B., & Olsson, K. (2013). Att se möjligheter i svårigheter: Barn och ungdomar med koncentrationssvårigheter (2. uppl. ed.). Lund: Studentlitteratur. [Eng.To see opportunities in difficulty: Children and young adolescents with concentration difficulties].Google Scholar
- Patton, M. Q. (1990). Qualitative evaluation and research methods (3rd ed.). London: Sage.Google Scholar
- Persson, B. (2010). Teacher education for inclusion. Country report, Sweden. European Agency for Development in Special Educational Needs. Report online.Google Scholar
- Prisjakt. (2017). A website in Sweden that offers a price hunting advanced features to monitor price changes. Retrieved 171218 from prisjakt.se.
- Robertson, A., & Zelenko, M. (2014). Voices from a virtual past. The Verge. Retrieved from https://www.theverge.com/a/virtual-reality/oral_history
- Rogers, E. M. (2003). Diffusion of innovations (5th ed.). New York: Free Press.Google Scholar
- Samsung. (2017). Samsung Gear VR with controller. Retrieved 180103 from http://www.samsung.com/global/galaxy/gear-vr/
- Statens Medieråd. (2015). Ungar & medier 2015. Fakta om barns och ungas användning och upplevelser av medier. Stockholm: Statens medieråd. [Eng. Children and Media 2015. Facts about children and young people’s use and experiences of media].Google Scholar
- Statistiska centralbyrån. (2016). Kvalitetsdeklaration – Barn och familjestatistik. LE0102. Stockholm: Statistiska centralbyrån. [Eng: Swedish Central Bureau of Statistics 2016, Quality declaration – Children and family statistics].Google Scholar
- Statistiska centralbyrån. (2017). Barns levandasförhållanden 2015–2016. Stockholm: Statistiska centralbyrån [Eng: Swedish Central Bureau of Statistics 2017, Children’s Living Conditions 2015–2016].Google Scholar
- Virtual Reality Society. (2017). What is virtual reality? Retrieved: 180102 from https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
- WEARVR. (2017). Our solar system. Crenovator Lab Corporation. Retrieved 180103 from https://www.wearvr.com/apps/our-solar-system
- Yin, R. K. (2003). Case study research, design and methods third edition (Vol. 5). Thousand Oaks: Sage Publications.Google Scholar