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Breaking Bad Behaviors: A New Tool for Learning Classroom Management Using Virtual Reality

Zitieren Sie bitte immer diese URN: urn:nbn:de:bvb:20-opus-147945
  • This article presents an immersive virtual reality (VR) system for training classroom management skills, with a specific focus on learning to manage disruptive student behavior in face-to-face, one-to-many teaching scenarios. The core of the system is a real-time 3D virtual simulation of a classroom populated by twenty-four semi-autonomous virtual students. The system has been designed as a companion tool for classroom management seminars in a syllabus for primary and secondary school teachers. This will allow lecturers to link theory withThis article presents an immersive virtual reality (VR) system for training classroom management skills, with a specific focus on learning to manage disruptive student behavior in face-to-face, one-to-many teaching scenarios. The core of the system is a real-time 3D virtual simulation of a classroom populated by twenty-four semi-autonomous virtual students. The system has been designed as a companion tool for classroom management seminars in a syllabus for primary and secondary school teachers. This will allow lecturers to link theory with practice using the medium of VR. The system is therefore designed for two users: a trainee teacher and an instructor supervising the training session. The teacher is immersed in a real-time 3D simulation of a classroom by means of a head-mounted display and headphone. The instructor operates a graphical desktop console, which renders a view of the class and the teacher whose avatar movements are captured by a marker less tracking system. This console includes a 2D graphics menu with convenient behavior and feedback control mechanisms to provide human-guided training sessions. The system is built using low-cost consumer hardware and software. Its architecture and technical design are described in detail. A first evaluation confirms its conformance to critical usability requirements (i.e., safety and comfort, believability, simplicity, acceptability, extensibility, affordability, and mobility). Our initial results are promising and constitute the necessary first step toward a possible investigation of the efficiency and effectiveness of such a system in terms of learning outcomes and experience.zeige mehrzeige weniger

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Metadaten
Autor(en): Jean-Luc Lugrin, Marc Erich Latoschik, Michael Habel, Daniel Roth, Christian Seufert, Silke Grafe
URN:urn:nbn:de:bvb:20-opus-147945
Dokumentart:Artikel / Aufsatz in einer Zeitschrift
Institute der Universität:Fakultät für Mathematik und Informatik / Institut für Informatik
Sprache der Veröffentlichung:Englisch
Titel des übergeordneten Werkes / der Zeitschrift (Englisch):Frontiers in ICT
Erscheinungsjahr:2016
Band / Jahrgang:3
Heft / Ausgabe:26
Originalveröffentlichung / Quelle:Frontiers in ICT 3:26. doi: 10.3389/fict.2016.00026
DOI:https://doi.org/10.3389/fict.2016.00026
Allgemeine fachliche Zuordnung (DDC-Klassifikation):0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik
Freie Schlagwort(e):immersive classroom; immersive classroom management; student simulation; virtual agent interaction; virtual reality training
Datum der Freischaltung:08.06.2017
Sammlungen:Open-Access-Publikationsfonds / Förderzeitraum 2016
Lizenz (Deutsch):License LogoCC BY: Creative-Commons-Lizenz: Namensnennung