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A Proposed VR Platform for Supporting Blended Learning Post COVID-19
Education Sciences, Volume: 12, Issue: 7, Start page: 435
Swansea University Author: Fabio Caraffini
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© 2022 by the authors.This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license
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DOI (Published version): 10.3390/educsci12070435
Abstract
The COVID-19 pandemic caused a shift in teaching practice towards blended learning for many higher education institutions. This led to the rapid adoption of certain digital technologies within existing teaching structures as a means to meet student access needs. This paper is an attempt to summarise...
Published in: | Education Sciences |
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ISSN: | 2227-7102 |
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MDPI AG
2022
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URI: | https://cronfa.swan.ac.uk/Record/cronfa60899 |
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2022-09-23T12:33:45.9189831 v2 60899 2022-08-28 A Proposed VR Platform for Supporting Blended Learning Post COVID-19 d0b8d4e63d512d4d67a02a23dd20dfdb 0000-0001-9199-7368 Fabio Caraffini Fabio Caraffini true false 2022-08-28 SCS The COVID-19 pandemic caused a shift in teaching practice towards blended learning for many higher education institutions. This led to the rapid adoption of certain digital technologies within existing teaching structures as a means to meet student access needs. This paper is an attempt to summarise and extend pre-COVID-19 pedagogical research to leverage digital immersive technologies for blended teaching in the post-pandemic era. This paper forms both a review of these methodologies and a case study of the I-Ulysses Virtual Learning Environment as an example of a platform that leverages such immersive digital technologies and employs instrumental use of VR. To further clarify, the purpose of the paper is to describe and propose a distance learning solution with immersive VR qualities; this is what the I-Ulysses environment represents, as the main obstacle to learners of site-specific information during the pandemic has been lack of on-site accessibility. Furthermore, this is of key importance, because Joyce’s novel takes place in historical Dublin, where access to the physical location of the story is indispensable to a reader. Journal Article Education Sciences 12 7 435 MDPI AG 2227-7102 audio-visual technologies; blended learning; pedagogy; virtual learning environments; virtual reality 24 6 2022 2022-06-24 10.3390/educsci12070435 COLLEGE NANME Computer Science COLLEGE CODE SCS Swansea University This research received no external funding. 2022-09-23T12:33:45.9189831 2022-08-28T18:51:21.9639911 Faculty of Science and Engineering School of Mathematics and Computer Science - Computer Science Simon Colreavy-Donelly 0000-0002-1795-6995 1 Alan Ryan 0000-0001-8422-4287 2 Stuart O’Connor 0000-0001-9029-269x 3 Fabio Caraffini 0000-0001-9199-7368 4 Stefan Kuhn 0000-0002-5990-4157 5 Salim Hasshu 0000-0003-3158-4363 6 60899__25200__b4f09eae130d47c3ae9a724a141cf484.pdf 60899_VoR.pdf 2022-09-23T12:32:36.8579111 Output 1838422 application/pdf Version of Record true © 2022 by the authors.This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license true eng https://creativecommons.org/licenses/by/4.0/ |
title |
A Proposed VR Platform for Supporting Blended Learning Post COVID-19 |
spellingShingle |
A Proposed VR Platform for Supporting Blended Learning Post COVID-19 Fabio Caraffini |
title_short |
A Proposed VR Platform for Supporting Blended Learning Post COVID-19 |
title_full |
A Proposed VR Platform for Supporting Blended Learning Post COVID-19 |
title_fullStr |
A Proposed VR Platform for Supporting Blended Learning Post COVID-19 |
title_full_unstemmed |
A Proposed VR Platform for Supporting Blended Learning Post COVID-19 |
title_sort |
A Proposed VR Platform for Supporting Blended Learning Post COVID-19 |
author_id_str_mv |
d0b8d4e63d512d4d67a02a23dd20dfdb |
author_id_fullname_str_mv |
d0b8d4e63d512d4d67a02a23dd20dfdb_***_Fabio Caraffini |
author |
Fabio Caraffini |
author2 |
Simon Colreavy-Donelly Alan Ryan Stuart O’Connor Fabio Caraffini Stefan Kuhn Salim Hasshu |
format |
Journal article |
container_title |
Education Sciences |
container_volume |
12 |
container_issue |
7 |
container_start_page |
435 |
publishDate |
2022 |
institution |
Swansea University |
issn |
2227-7102 |
doi_str_mv |
10.3390/educsci12070435 |
publisher |
MDPI AG |
college_str |
Faculty of Science and Engineering |
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facultyofscienceandengineering |
hierarchy_top_title |
Faculty of Science and Engineering |
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facultyofscienceandengineering |
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Faculty of Science and Engineering |
department_str |
School of Mathematics and Computer Science - Computer Science{{{_:::_}}}Faculty of Science and Engineering{{{_:::_}}}School of Mathematics and Computer Science - Computer Science |
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description |
The COVID-19 pandemic caused a shift in teaching practice towards blended learning for many higher education institutions. This led to the rapid adoption of certain digital technologies within existing teaching structures as a means to meet student access needs. This paper is an attempt to summarise and extend pre-COVID-19 pedagogical research to leverage digital immersive technologies for blended teaching in the post-pandemic era. This paper forms both a review of these methodologies and a case study of the I-Ulysses Virtual Learning Environment as an example of a platform that leverages such immersive digital technologies and employs instrumental use of VR. To further clarify, the purpose of the paper is to describe and propose a distance learning solution with immersive VR qualities; this is what the I-Ulysses environment represents, as the main obstacle to learners of site-specific information during the pandemic has been lack of on-site accessibility. Furthermore, this is of key importance, because Joyce’s novel takes place in historical Dublin, where access to the physical location of the story is indispensable to a reader. |
published_date |
2022-06-24T04:19:23Z |
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1763754286832943104 |
score |
11.03559 |