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From VR as Genre to VR as Learner Agency: Leveraging Virtual Reality Learning for Understanding Climate Change- [electronic resource]
From VR as Genre to VR as Learner Agency: Leveraging Virtual Reality Learning for Understanding Climate Change- [electronic resource]

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자료유형  
 학위논문
Control Number  
0016935172
International Standard Book Number  
9798380714501
Dewey Decimal Classification Number  
370.1523
Main Entry-Personal Name  
Vishwanath, Aditya.
Publication, Distribution, etc. (Imprint  
[S.l.] : Stanford University., 2023
Publication, Distribution, etc. (Imprint  
Ann Arbor : ProQuest Dissertations & Theses, 2023
Physical Description  
1 online resource(243 p.)
General Note  
Source: Dissertations Abstracts International, Volume: 85-05, Section: B.
General Note  
Advisor: Bailenson, Jeremy;Pea, Roy.
Dissertation Note  
Thesis (Ph.D.)--Stanford University, 2023.
Restrictions on Access Note  
This item must not be sold to any third party vendors.
Summary, Etc.  
요약As VR becomes increasingly mainstream due to lowering hardware costs and increased access to VR content, it becomes critical to fill the gap in learning sciences literature that explains how this content may be developed in alignment with targeted learning outcomes. It also becomes imperative to study the integration of VR outside the laboratory-such as in real-world K-12 learning environments-in ways that might promote sustained long-term use. The first set of contributions of this dissertation is to demystify the ambiguity in findings on learning with VR and identify the holes in the literature on the learning affordances of immersive VR in education research. This includes identifying key areas for future research that align with the core objectives of the learning sciences and technology design (LSTD) field and motivating deeper collaboration across fields of expertise.At the same time, this dissertation builds upon prior work in climate change education to develop new designs, theories, and findings for creating VR learning curricula and advancing conversational learning with virtual reality climate change field trips. The work also contributes to an agenda of prioritizing the creation of VR learning content for similar meritorious social purposes. Ultimately, the gold standard for an immersive VR experience is to cause behavior change and not stay limited to belief change. To this end, the dissertation unpacks the relationship between learner agency with VR and climate change knowledge, skills, and attitudes, including the specific features of the learning experience that differentiate between having an effect on belief versus having an effect on behavior.This work aims to serve as a stepping stone for conducting a more thorough needs assessment into other domains where such a VR experience may engage a global audience of users on an issue of global significance (such as climate change), possibly aligning our objectives with the sustainable development goals (SDGs). The vision is to leverage the potentialities and affordances of this new media technology to move various stakeholders toward solutions that incorporate collective action-oriented perspectives.
Subject Added Entry-Topical Term  
Learning management systems.
Subject Added Entry-Topical Term  
Attitudes.
Subject Added Entry-Topical Term  
Virtual reality.
Subject Added Entry-Topical Term  
Climate change.
Subject Added Entry-Topical Term  
Information technology.
Added Entry-Corporate Name  
Stanford University.
Host Item Entry  
Dissertations Abstracts International. 85-05B.
Host Item Entry  
Dissertation Abstract International
Electronic Location and Access  
로그인을 한후 보실 수 있는 자료입니다.
Control Number  
joongbu:643879

MARC

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■040    ▼aMiAaPQ▼cMiAaPQ
■0820  ▼a370.1523
■1001  ▼aVishwanath,  Aditya.
■24510▼aFrom  VR  as  Genre  to  VR  as  Learner  Agency:  Leveraging  Virtual  Reality  Learning  for  Understanding  Climate  Change▼h[electronic  resource]
■260    ▼a[S.l.]▼bStanford  University.  ▼c2023
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2023
■300    ▼a1  online  resource(243  p.)
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  85-05,  Section:  B.
■500    ▼aAdvisor:  Bailenson,  Jeremy;Pea,  Roy.
■5021  ▼aThesis  (Ph.D.)--Stanford  University,  2023.
■506    ▼aThis  item  must  not  be  sold  to  any  third  party  vendors.
■520    ▼aAs  VR  becomes  increasingly  mainstream  due  to  lowering  hardware  costs  and  increased  access  to  VR  content,  it  becomes  critical  to  fill  the  gap  in  learning  sciences  literature  that  explains  how  this  content  may  be  developed  in  alignment  with  targeted  learning  outcomes.  It  also  becomes  imperative  to  study  the  integration  of  VR  outside  the  laboratory-such  as  in  real-world  K-12  learning  environments-in  ways  that  might  promote  sustained  long-term  use.  The  first  set  of  contributions  of  this  dissertation  is  to  demystify  the  ambiguity  in  findings  on  learning  with  VR  and  identify  the  holes  in  the  literature  on  the  learning  affordances  of  immersive  VR  in  education  research.  This  includes  identifying  key  areas  for  future  research  that  align  with  the  core  objectives  of  the  learning  sciences  and  technology  design  (LSTD)  field  and  motivating  deeper  collaboration  across  fields  of  expertise.At  the  same  time,  this  dissertation  builds  upon  prior  work  in  climate  change  education  to  develop  new  designs,  theories,  and  findings  for  creating  VR  learning  curricula  and  advancing  conversational  learning  with  virtual  reality  climate  change  field  trips.  The  work  also  contributes  to  an  agenda  of  prioritizing  the  creation  of  VR  learning  content  for  similar  meritorious  social  purposes.  Ultimately,  the  gold  standard  for  an  immersive  VR  experience  is  to  cause  behavior  change  and  not  stay  limited  to  belief  change.  To  this  end,  the  dissertation  unpacks  the  relationship  between  learner  agency  with  VR  and  climate  change  knowledge,  skills,  and  attitudes,  including  the  specific  features  of  the  learning  experience  that  differentiate  between  having  an  effect  on  belief  versus  having  an  effect  on  behavior.This  work  aims  to  serve  as  a  stepping  stone  for  conducting  a  more  thorough  needs  assessment  into  other  domains  where  such  a  VR  experience  may  engage  a  global  audience  of  users  on  an  issue  of  global  significance  (such  as  climate  change),  possibly  aligning  our  objectives  with  the  sustainable  development  goals  (SDGs).  The  vision  is  to  leverage  the  potentialities  and  affordances  of  this  new  media  technology  to  move  various  stakeholders  toward  solutions  that  incorporate  collective  action-oriented  perspectives.
■590    ▼aSchool  code:  0212.
■650  4▼aLearning  management  systems.
■650  4▼aAttitudes.
■650  4▼aVirtual  reality.
■650  4▼aClimate  change.
■650  4▼aInformation  technology.
■690    ▼a0404
■690    ▼a0489
■71020▼aStanford  University.
■7730  ▼tDissertations  Abstracts  International▼g85-05B.
■773    ▼tDissertation  Abstract  International
■790    ▼a0212
■791    ▼aPh.D.
■792    ▼a2023
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T16935172▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.
■980    ▼a202402▼f2024

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