Search results for author:"Xinhao Xu"
Total records matched: 9 Search took: 0.105 secs
Educational Technology Research and Development Vol. 62, No. 6 (December 2014) pp. 711–741
As information and communication technology continues to evolve, body sensory technologies, like the Microsoft Kinect, provide learning designers new approaches to facilitating learning in an innovative way. With the advent of body sensory...
Society for Information Technology & Teacher Education International Conference 2020 (Apr 07, 2020) pp. 1030–1035
In this preliminary study, we aim to design a VR-enabled training environment that offers college students an immersive learning experience in engineering lab training. We follow the theoretical framework and ideas originating from situated learning,...
American Journal of Distance Education Vol. 30, No. 1 (2016) pp. 27–38
This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the ...
Exploring the Embodied Interactive Learning Effects – Designing an Instructional Scenario with Unity3D and Kinect V2 Sensor
EdMedia: World Conference on Educational Media and Technology 2016 (Jun 28, 2016) pp. 1618–1623
In this paper, we present an on-going pilot study of a larger research project on embodied interactions and learning. The project aims to evaluate how embodied interactions enabled by the Microsoft Kinect V2 will facilitate learning. We utilize...
Society for Information Technology & Teacher Education International Conference 2019 (Mar 18, 2019) pp. 547–551
In this project, we are going to present the pedagogical usability dimensions we employed in the design of a learning module for an online eight-week course on Digital Media for undergraduate and graduate students at a Mid-west university, USA....
Perseverance and Engagement for the Success in a 3D Virtual Reality Learning Environment – A Cube Quest Activity
Society for Information Technology & Teacher Education International Conference 2020 (Apr 07, 2020) pp. 1018–1023
The purpose of the study was to investigate students’ learning outcomes and their ability to persevere and complete the activities in a 3D virtual reality learning environment (VRLE). The VRLE served as a virtual place for an orientation session for ...
Experience of Adult Facilitators in a Virtual-Reality-Based Social Interaction Program for Children with Autism
Journal of Special Education Vol. 48, No. 4 (February 2015) pp. 290–300
This phenomenological study explored and described the experiences and perceptions of adult facilitators who facilitated virtual-reality-based social interaction for children with autism. Extensive data were collected from iterative, in-depth...
Through the Lens of the Limited-Capacity Assumption in Cognitive Theory of Multimedia Learning (CTML): A Discussion on the Desktop Virtual Reality (VR) Online Orientation
Society for Information Technology & Teacher Education International Conference 2020 (Apr 07, 2020) pp. 510–516
Cognitive Theory of Multimedia Learning (CTML) and Virtual Reality (VR) have received much attention from practitioners and researchers in the field of education, especially in instructional design. For CTML, although it has been well-established...
Topics: Digital Games & Simulations
Society for Information Technology & Teacher Education International Conference 2020 (Apr 07, 2020) pp. 1005–1010
Studies show that different forms of VR such as desktop VR, immersive VR (using head-mounted displays), and augmented reality (AR) have been used to improve online learning experiences due to their enhanced interactivity and engaging characteristics....