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New Perspectives On Virtual And Augmented Reality Finding New Ways To Teach In A Transformed Learning Environment Linda Daniela
New Perspectives On Virtual And Augmented Reality Finding New Ways To Teach In A Transformed Learning Environment Linda Daniela
New Perspectives on Virtual and
Augmented Reality
New Perspectives on Virtual and Augmented Reality discusses the possibilities of
using virtual and augmented reality in the role of innovative pedagogy, where
there is an urgent need to find ways to teach and support learning in
a transformed learning environment. Technology creates opportunities to
learn differently and presents challenges for education. Virtual reality solutions
can be exciting, create interest in learning, make learning more accessible and
make learning faster.
This book analyses the capabilities of virtual, augmented and mixed reality
by providing ideas on how to make learning more effective, how existing
VR/AR solutions can be used as learning tools and how a learning process
can be structured. The virtual reality (VR) solutions can be used successfully
for educational purposes as their use can contribute to the construction of
knowledge and the development of metacognitive processes. They also con-
tribute to inclusive education by providing access to knowledge that would
not otherwise be available.
This book will be of great interest to academics, researchers and post-
graduate students in the field of educational technology.
Linda Daniela is Professor, Chair of the Council for PhD Defense in
Education, Dean of the Faculty of Education, Psychology and Art at the
University of Latvia in Riga, Latvia.
Perspectives on Education in the Digital Age
Series Editors: David Kergel and Birte Heidkamp
The process of digitalization is leading to a fundamental social change affecting all
spheres of social life. In the pedagogical field, there is a need for re-structuring
key concepts such as learning, teaching and education that consider socio-
economic and cultural changes.
Perspectives on Education in the Digital Age explores the process of coming to
terms with socio-economic and socio-cultural shifts arising from digitalization
and discusses this process with reference to its effects on education. The series
provides a forum for discussion of critical, integrative analyses of social trans-
formations in the digital age, drawn from different fields such as the humanities,
social sciences and economics. The aim of the series is to analyse the implica-
tions of cultural change on education in the digital age by bringing together
interdisciplinary dialogue and different theoretical approaches.
The Hidden Curriculum of Online Learning
Understanding Social Justice through Critical Pedagogy
Murat Oztok
Communication and Learning in an Age of Digital
Transformation
Edited by David Kergel, Birte Heidkamp, Ronald Arnett and Susan Mancino
Pedagogies of Digital Learning in Higher Education
Edited by Linda Daniela
Epistemological Approaches to Digital Learning in Educational
Contexts
Edited by Linda Daniela
New Perspectives on Virtual and Augmented Reality
Finding New Ways to Teach in a Transformed Learning Environment
Edited by Linda Daniela
New Perspectives on Virtual
and Augmented Reality
Finding New Ways to Teach in a
Transformed Learning Environment
Edited by Linda Daniela
First published 2020
by Routledge
2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN
and by Routledge
52 Vanderbilt Avenue, New York, NY 10017
Routledge is an imprint of the Taylor & Francis Group, an informa business
© 2020 selection and editorial matter, Linda Daniela; individual chapters, the
contributors
The right of Linda Daniela to be identified as the author of the
editorial material, and of the authors for their individual
chapters, has been asserted in accordance with sections 77 and
78 of the Copyright, Designs and Patents Act 1988.
All rights reserved. No part of this book may be reprinted or
reproduced or utilised in any form or by any electronic,
mechanical, or other means, now known or hereafter invented,
including photocopying and recording, or in any information
storage or retrieval system, without permission in writing from
the publishers.
Trademark notice: Product or corporate names may be
trademarks or registered trademarks, and are used only for
identification and explanation without intent to infringe.
British Library Cataloguing-in-Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Cataloging-in-Publication Data
A catalog record has been requested for this book
ISBN: 978-0-367-43211-9 (hbk)
ISBN: 978-1-003-00187-4 (ebk)
Typeset in Bembo
by Integra Software Services Pvt. Ltd.
Contents
List of figures viii
List of tables xi
Preface: Why do we need new ways to teach? Virtual reality perspective xiii
LINDA DANIELA
List of contributors xvii
PART I
Virtual reality in humanities and social sciences 1
1 Virtual reality learning experience evaluation tool for
instructional designers and educators 3
LANA FRANČESKA DREIMANE
2 The educational perspective on virtual reality experiences of
cultural heritage 22
LINDA DANIELA AND YIPAER AIERKEN
3 The potentials of virtual reality in entrepreneurship education 38
MARKO OREL
4 Mixed Reality applied theatre at universities 49
JOSHUA A. FISHER
5 Development of professional skills in higher education:
Problem-based learning supported by immersive worlds 64
E. FERNÁNDEZ-AHUMADA, J. MONTEJO-GÁMEZ,
P. SÁNCHEZ-ZAMORA, M. BENLLOCH-GONZÁLEZ,
L. ORTIZ-MEDINA, M. C. BEATO AND E. V. TAGUAS
6 Virtual reality and augmented reality in educational programs 82
TOMAS BLAZAUSKAS AND DAINA GUDONIENE
7 An exploration of the impact of augmented and Virtual
Reality within compulsory education 95
OLI HOWSON
PART II
Concepts of virtual reality 111
8 Transcendent learning spaces 113
NEUS LORENZO GALÉS AND RAY GALLON
9 Enhancing trust in virtual reality systems 132
DAVIDE SALANITRI, GLYN LAWSON AND BRIAN WATERFIELD
10 Simulation data visualization using mixed reality with
Microsoft HoloLensTM
147
MICHAEL SPITZER, MANFRED ROSENBERGER AND MARTIN EBNER
11 A+Ha!: Combining tactile interaction with augmented reality
to transform secondary and tertiary STEM education 163
GREGORY QUINN AND FABIAN SCHNEIDER
12 The use of fuzzy angular models and 3D models on a
construction method assessment on The Great Wall of China
in Jinshanling as a case study of the history and heritage of civil
engineering in education 182
JIN RONG YANG, FABIAN HADIPRIONO TAN AND ADRIAN HADIPRIONO TAN
PART III
Virtual reality in sciences and medical education 201
13 Virtual Reality for teaching clinical skills in medical education 203
CHARLES HAND, RAPHAEL OLAIYA AND MOHAMED ELMASRY
14 Virtual photoreality for safety education 211
HAI CHIEN PHAM, ANH-TUAN PHAM-HANG AND THI-THANH-MAI PHAM
vi Contents
15 Encouraging immersion in the Soil Sciences through virtual
conferences where ideas are shared among avatars to improve
the educational background of young scientists 224
E.V. TAGUAS, E. FERNÁNDEZ-AHUMADA, L. ORTIZ-MEDINA, S. CASTILLO-CARRIÓN,
M.C. BEATO, P. ALARCÓN RAMÍREZ, J.J. MARTÍNEZ MOLINA,
C. PÉREZ MARTÍNEZ, M.C. DEL CAMPILLO, A.M. TARQUIS, J. MONTEJO-GÁMEZ
AND J.E. GUERRERO-GINEL
16 Educational technologies in the area of ubiquitous historical
computing in virtual reality 240
GIUSEPPE ABRAMI, ALEXANDER MEHLER, CHRISTIAN SPIEKERMANN, ATTILA
KETT, SIMON LÖÖCK AND LUKAS SCHWARZ
17 Virtual and augmented reality applications for environmental
science education and training 261
YUSUF SERMET AND IBRAHIM DEMIR
18 ViMeLa: An interactive educational environment for the
mechatronics lab in virtual reality 276
TOOMAS TIKK, RAIN ERIC HAAMER, DOROTA KAMIŃSKA, ANNA
FIRYCH-NOWACKA, SLAWOMIR WIAK, NAJMEH REZAEI, MARCIN LEFIK,
GRZEGORZ ZWOLIŃSKI, TOMASZ SAPIŃSKI, GOGA CVETKOVSKI, LIDIJA
PETKOVSKA, PAOLO DI BARBA, MARIA EVELINA MOGNASCHI, MIHAIL
DIGALOVSKI, MAJA CELESKA AND GHOLAMREZA ANBARJAFARI
Lessons learnt from virtual reality in education 287
LINDA DANIELA
Index 293
Contents vii
Figures
1.1 Instructional strategies for VR adopted from Kapp and
O’Driscoll (2010). 6
1.2 Framework of the evaluation tool. 11
2.1 Results of the evaluation. 27
5.1 Samples of the material used and the result work of the
students: layout, measurements and work units of the project
of replacement of the pipeline and representation in
the virtual world and works of technicians and companies
available in the Moodle platform. 73
6.1 Methods for using VR and AR in education. 85
6.2 An example of the educational game based on VR. 88
6.3 Mental method of learning history based on AR. 89
6.4 A wreckage of the plane depicted in a game. 90
6.5 Real historical objects to drag and drop in a game. 91
8.1 Hybrid interactions in VR and AR involve higher-level
regions of the socio-cognitive learning space. 117
9.1 Example of a car model displayed in the JLR CAVE. 136
9.2 Scatter-dot plot of the interaction between SUS and trust. 139
9.3 Scatter-dot plot of the interaction between technology
acceptance and trust. 140
9.4 Scatter-dot plot of the relationship between ITC-SOPI and
trust. 141
10.1 Pinned browser window above the test bed. 148
10.2 Learning approaches. 150
10.3 Test bed CAD. 153
10.4 VR mode of the test bed. 154
10.5 VR mode placed above the real-world test bed. 155
10.6 AR mode. 156
10.7 Information visualization with mixed reality. 156
11.1 State-of-the-art review of teaching aids for structural mechanics. 165
11.2 ‘Over-engineered’ and pre-set kits for individual learning
objectives. 171
11.3 The physical components of the system are assembled to
represent (e.g. structural) systems that are removably docked
into a back panel-cum-projection surface. Here the user is
iteratively exploring various ways to stabilise a frame. 174
11.4 A plethora of custom assemblies can be created by the user
facilitating explorative design and problem solving. 175
11.5 A key innovation is that the physical components closely
resemble their schematic symbols used in pedagogy. 175
11.6 Four different assemblies displaying four different layers of
augmentation. 176
11.7 Left: The object bodies as defined by the digital twin correlate
with the physical components. Right: the finite element
discretisation of the digital twin is also replicated in the physical
components. 177
11.8 The system facilitates pedagogically scripted learning objectives. 178
11.9 The hand-held wand ensures simple and deliberate interaction
with the physical components; this is accurately replicable in the
simulation. The wand is tracked via IR LED. 179
12.1 On-site photos of the Great Wall in Jinshanling. 186
12.2 Construction sequence of the towers. 188
12.3 Fuzzy angular model. 191
12.4 VR walkthrough of the towers in Unity. 196
13.1 PRISMA flow diagram showing number of records identified,
screened and deemed eligible and the final number of papers
included in the analysis. 206
14.1 Research methodology. 213
14.2 VP-based learning framework. 214
14.3 Photoreality prototype application. 214
14.4 Construction Hazard Investigation (CHI) and Construction
Safety Performance (CSP) modules. 215
14.5 VP prototype development. 216
14.6 Evaluation scheme. 218
14.7 System evaluation. 219
14.8 Learning method evaluation. 220
15.1 Steps to prepare and interpret impact measurements (left) and
questions included in Block B (right). 229
16.1 VAnnotatoR: Multimodal objects can be visualized, positioned
and linked with each other in the virtual environment. 246
16.2 VAnnotatoR uses a database for representing and managing
multimodal information units. It can use external tools to
extend its functionality. 247
16.3 Processing of an external resource (URL) within a virtual
browser. 251
Figures ix
16.4 To fulfil Requirement (B), a network component for the
simultaneous communication and collaboration among users is
needed. 251
16.5 A portal represents a hyperlink to an object within the virtual
environment and displays a preview of it in a circle, which can
be positioned anywhere in the virtual space. 254
16.6 VAnnotatoR enables the creation of virtual surfaces at any
position in the virtual space. 255
17.1 System-level architecture for an immersive disaster management
and education framework. 265
17.2 Screenshots from Flood Action VR game for Samsung
Gear VR. 266
17.3 A snapshot of HoloFlood placed on a conference room table. 267
17.4 (a) Smartphone-based stream stage measurement (b) AR layers
for visualizing nearby sensors on a smartphone. 269
17.5 A screenshot from the Android application to show AR overlays
for power line inspection. 269
17.6 a) A snapshot of an educational hydrological simulation
environment b) A screenshot of panoramic imagery augmented
with realistic flood visualization. 270
18.1 Structure and key elements of mechatronics. 277
18.2 Factory hall created in ViMeLa project using VR. 278
18.3 Switched reluctance motor in VR environment. (a)
Components of the motor parts in VR look. (b) Partly
assembled motor. 279
18.4 An overview of the waste sorting scenario for the ViMeLa
project. 281
18.5 Actuators on the conveyor line. (a) Capacitive sensor with
adjustable parameters (b) Framework of the Evaluation tool
Results of the evaluation. 285
x Figures
Tables
1.1 Cross-analysis of the learning theories and approaches of the
20th and 21st centuries. 7
1.2 Relation to learning in VR. 9
1.3 First macro criterion ‘purpose’. 12
1.4 Second macro criterion ‘instructional strategy’. 13
1.5 Third macro criterion ‘VR learning experience design’. 14
1.6 Preliminary cross-analysis. 17
Annex 1 ‘Evaluation tool’ 17
4.1 Dayna Galloway’s interactions for interactive documentary. 54
4.2 Interaction domain summaries. 54
4.3 Classifications of mixed reality interactions paired with
participatory performance methods. 55
5.1 Summary of the main aspects of the project. 68
5.2 Time planning and student groups for the activities carried
out in the subject of Sociology and Forest Policy. 70
5.3 Time planning and student groups for the activities carried
out in the subject of Engineering Projects. 72
5.4 Time planning and student groups for the activities carried
out in the subject of Didactics of Numbers, Operations and
Measurement. 74
5.5 Descriptive statistics associated with the degree of confi-
dence and degree of success for the accomplishment of tasks
in the subject of Sociology and Forest Policy. 77
5.6 Descriptive statistics associated with the degree of confi-
dence for the accomplishment of tasks in the subject of
Engineering Projects. 78
5.7 Descriptive statistics associated with the degree of confi-
dence for the accomplishment of tasks in the subject of
Didactics of Numbers, Operations and Measurements. 78
9.1 VR experience demographic data. 138
9.2 List of regression performed. 139
9.3 Coefficients of the regression with usability, technology
acceptance and presence as independent variable and trust as
a dependent variable. 141
10.1 Alternative learning support. 159
11.1 State-of-the-art review of teaching aids for structural
mechanics. 166
12.1 Method 1 of the Great Wall in Jinshanling construction. 187
12.2 Second and third construction methods on the Great Wall
in Jinshanling. 189
12.3 The likelihood of the first proposed construction sequence
on the towers. 193
12.4 The likelihood of the first proposed construction sequence
on the walls. 194
13.1 Studies found searching PubMed, Embase, ERIC,
CINAHL, Web of science and Scopus using search terms:
virtual “reality”, “education”, “teaching” and “simulation”
and whether they demonstrated a difference between trad-
itional teaching methods and VR. 207
13.2 User written feedback comments from a qualitative study
conducted by Olaiya et al 2017. 207
14.1 Learning outcome results. 220
14.2 Paired samples test. 220
15.1 Summary of the work stages carried out to prepare the vir-
tual conference. 226
15.2 Minimum requirements for users of Windows. 228
15.3 Participation data for the period 2015–2017. 230
15.4 Characterization of the participants for the period 2015–
2017 232
15.5 Survey about learning aspects and opinions of the impact of
the session. 233
16.1 Overview of the projects and their fulfilment of the
requirements defined in Section Virtual environments and
historical education. 250
xii Tables
Preface
Why do we need new ways to teach?
Virtual reality perspective
Technological advances and the opportunities created by digitalization are
transforming the educational environment by creating different types of
transformations. Technology creates opportunities to learn differently and
presents challenges for education, as it is necessary to ensure the acquisition
of competencies that are essential in today’s world and to ensure that the
fascination with technology does not take precedence over learning goals.
Virtual reality solutions can be exciting, create interest in learning, make
learning more accessible and make learning faster.
In this volume, researchers have sought to analyse the capabilities of virtual,
augmented and mixed reality by providing ideas on how to make learning
more effective, how existing VR/AR solutions can be used as learning tools,
and how a learning process can be structured. VR/AR and haptic solutions
can provide opportunities to acquire knowledge and competencies that would
otherwise be impossible or difficult to acquire. There are a number of reasons
VR solutions can be used successfully for educational purposes: i) their use
can contribute to the construction of knowledge and the development of
metacognitive processes; ii) they may help to reduce barriers to otherwise
inaccessible places, either because of changes in the historical period or
because it is necessary to preserve historical and natural values from human
influence; iii) they can help to ensure that abstract learning becomes concrete
by helping to master complex concepts; iv) they can contribute to inclusive
education by providing access to knowledge that would not otherwise be
available; v) they can serve as facilitators of sustainable development by
addressing virtual reality and vi) they can help to visualize things that are
impossible in reality. These opportunities can and should be used to make
learning more effective. The next steps educational researchers need to take
are to analyse learning outcomes and offer specific learning strategies, as VR/
AR solutions also have educational shortages that can result from under-
achievement, neglected skills and an inability to distinguish the real world
from virtual reality.
Researchers are currently looking at various ways to use VR/AR solutions
in education to make the education process more efficient, modern and
diverse. They are also looking for technical solutions that can make VR more
accessible and technically and aesthetically pleasing.
Organization of the book
The present book consists of 18 chapters, in which the authors try to explain
different approaches using VR and AR possibilities. Some of the authors
analyse these possibilities from the perspective of knowledge gain; some take
the perspective of the effectiveness of the learning process and others point
out the need for changes to traditional learning and the necessity to change
attitudes to VR. One chapter proposes ideas on how the learning process
should be organized and its outcomes evaluated; another introduces a tool for
how VR/AR solutions can be evaluated from the educational perspective.
There are also ideas on how to organize a safer learning process and how to
analyse historical events and historical achievements. A brief description of
each of the chapters follows.
Lana Frančeska Dreimane, in her chapter Virtual reality learning experi-
ence evaluation tool for instructional designers and educators, presents
a VR learning experience evaluation tool that highlights the pivotal aspects that
should be considered by instructors and educators who wish to successfully
design and/or apply VR learning experiences.
Gregory Quinn and Fabian Schneider, in their chapter A+Ha!: combining
tactile interaction with augmented reality to transform secondary and
tertiary STEM education, claim that the effectiveness of, accessibility to and
engagement in teaching and learning STEM subjects can be significantly
improved by 1) making use of novel technologies that combine haptic inter-
action with pedagogically strategic digital augmentation; 2) exploiting the
benefits of the ‘haptic bond’ between visual and auditory stimuli; 3) the applica-
tion of gamification techniques and 4) facilitating active learning and explorative
design.
Neus Lorenzo Galés and Ray Gallon, in Transcendent Learning Spaces,
claim that the emerging technologies of augmented and virtual reality can be
used to model daily life situations that learners have to face in the digital
world. Transcendent learning spaces can be extremely powerful for a variety
of learner populations, including, as the case studies show, populations at
risk of exclusion or in educational crisis.
Linda Daniela and Yipaer Aierken, in the chapter The educational per-
spective on virtual reality experiences of cultural heritage, discuss the
possibilities of VR experiences for educational purposes and propose an
evaluation tool that was developed to evaluate VR applications from the
educational perspective.
The chapter How to enhance the trustworthiness of virtual reality sys-
tems, by Davide Salanitri, Glyn Lawson and Brian Waterfield, describes a study to
validate trust in a VR model, where usability, technology acceptance and
xiv Preface
presence are theorized to be the factors influencing trust. The results are
a starting point for validating the model, which, when fully demonstrated,
could shape the design of VR technologies to enhance users’ trust in the system
and, consequently, improve the human-system interaction and the effectiveness
of the technology.
Joshua A. Fisher, in his chapter Applied theatre with mixed reality on
university campuses, puts forward instructional concepts for the use of
mixed reality (MR) as part of an applied theatre class on a university campus.
Participatory performance tactics from Augusto Boal’s Theatre of the
Oppressed, an applied theatre practice, are connected to MR’s interaction
design patterns to develop a lesson plan.
In the chapter Development of professional skills in higher education:
Problem-based learning supported by immersive worlds, Elvira Fernán-
dez-Ahumada and her co-authors provide results from developing professional
competencies in the areas of engineering and mathematics teaching, using
environments recreated in immersive worlds.
Charles Hand, Raphael Olaiya and Mohamed Elmasry, in their chapter Virtual
reality for teaching clinical skills in medical education, explore the
application of VR in healthcare education and whether it is more effective
than traditional methods of teaching clinical skills to medical students.
Michael Spitzer, Manfred Rosenberger and Martin Ebner, in the chapter Simu-
lation data visualization using mixed reality with Microsoft
HoloLensTM
, introduce the HoloLens app and a CAD/simulation workflow
to visualize CAD models, sensors and the simulation data of a test run on an
air conditioning system test bed. They implemented examples coloured the
temperature or pressure changes of the test bed parts as MR overlays. The
main purpose of the HoloLens app is to reduce the learning effort and time
required to understand such simulations and test bed settings.
In the chapter Towards a virtual photoreality for construction safety
education, Hai Chien Pham, Anh-Tuan Pham-Hang and Thi-Thanh-Mai Pham
propose an innovative Virtual Photoreality (VP)-based learning approach for
improving construction safety education. A VP prototype is developed and
validated, derived from case studies of accidents that often happen on real
construction sites.
Encarnación V. Taguas and her co-authors, in their chapter Encouraging
immersion in the soil sciences through virtual conferences where
ideas are shared among avatars to improve the educational back-
ground of young scientists, present a teaching experience where an
immersive virtual conference was set up to hold participative meetings on
the soil sciences between senior researchers and young scientists.
Giuseppe Abrami, Alexander Mehler, Christian Spiekermann, Attila Kett,
Simon Lööck and Lukas Schwarz, in Educational technologies in the area
of ubiquitous historical computing in virtual reality, explain the use of
VAnnotatoR, which is a versatile framework for the creation and use of
Preface xv
virtual environments that serve to model historical processes in historical
education. The chapter describes the building blocks of VAnnotatoR and
describes its applications in historical education.
Jin Rong Yang, Fabian Hadipriono Tan and Adrian Hadipriono Tan, in the chap-
ter he use of fuzzy angular models and 3D models on a construction
method assessment on the Great Wall of China in Jinshanling as a case
study of the history and heritage of civil engineering in education, intro-
duce three possible construction methods that were likely to have been imple-
mented during the building of the walls and towers of the Jinshanling section of
the Great Wall of China during the Ming Dynasty. Fuzzy angular models were
selected and employed to determine the most likely and feasible construction
methods and sequences. The results can be displayed in VR with or without
the fuzzy logic methodology, which is suitable for teaching in primary, second-
ary and/or university classroom settings.
The chapter Virtual and augmented reality applications for environ-
mental science education and training by Ibrahim Demir and Yusuf Sermet
presents seven case studies to demonstrate the potential benefits of XR as an
educational tool in the environmental sciences for K-12 and college-level stu-
dents, as an exhibit for community outreach to increase awareness about
environment and to present data resources in an engaging way, as a decision
support system for environmental planning and disaster management and as
a training platform for technical staff and first responders.
Marko Orel, in The potentials of virtual reality in entrepreneurship
education, explores the various possibilities of VR for entrepreneurship
education that could provide future entrepreneurs with necessary skills and
functional knowledge.
In the chapter ViMeLa: Interactive educational environment for
mechatronics lab in virtual reality, a blended-learning method using
theory classes and VR as an experimentation tool is presented by Toomas
Tikk and his co-authors The main objective is to create a virtual mechatronic
laboratory for learning and teaching students in mechatronics.
Tomas Blazauskas and Daina Gudoniene in Virtual reality and augmented
reality in educational programs present the educational fields of VR and AR
and discuss their implementation in educational programs by using different tech-
nologies and practices related to medicine, sport, military science and history.
Finally, Oli Howson, in his chapter An exploration of the impact of aug-
mented and virtual reality within compulsory education, explores the
uses of AR and VR in the education of those within the age range of 5 to 18.
I am very grateful to all the authors for their efforts in the preparation of
their chapters and for sharing their ideas.
I hope that the book will contribute to the field and open up new lines
of research, new ideas and new concepts.
Professor Linda Daniela
University of Latvia, Latvia
xvi Preface
Contributors
Giuseppe Abrami is a scientific assistant in the Text Technology Lab
(TTLab) at Goethe-University in Frankfurt. He is responsible for the
various technological developments of the working group, and his
research interests include the opportunities of collaborative virtual and
augmented realities for the use of multicodal information and the creation
of virtual annotation environments.
Yipaer Aierken is a Design, Environment and the Arts (History, Theory
and Criticism) Ph.D. student and teaching assistant at Arizona State Uni-
versity supervised by professor Claudia Brown. Currently, she works on
ethnicity and identity in Chinese art and artificial intelligence storytelling
in virtual worlds. Her master’s thesis is titled Ethnicity and Identity in the
Art of Giuseppe Castiglione. Yipaer Aierken’s previous research of includes
visual reality in art history and museums applications, ancestor portraits in
Chinese art, Japanese emaki, the art and culture of Sogdian and the Silk
Road map.
Purificación Alarcón Ramírez studied Architecture at the University of
Seville and in the University of Rome La Sapienza, and earned the master’s
degree Representation and Design in Engineering and Architecture in the Univer-
sity of Córdoba. She has worked as an architect in Spain and Germany and
has collaborated in research works at the universities of Cordoba and Sev-
ille. Currently she works as a mathematics teacher.
Gholamreza Anbarjafari is a team member of the ViMeLa project, which
has been co-funded by the Erasmus+ Programme of the European Union
(Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Paolo Di Barba is a team member of the ViMeLa project, which has been
co-funded by the Erasmus+ Programme of the European Union (Strategic
Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Maria Benlloch-González is an agricultural engineer at the Agronomy
Department of the Higher School of Agricultural and Forestry Engineering
(University of Cordoba). She belongs to a teaching group related to crop
production and currently is immersed in the research of topics related to
future scenarios associated to climate change.
Tomas Blazauskas holds a doctoral degree in the Technological sciences,
Informatics Engineering field. He is the head of Software Engineering
Department at Kaunas University of Technology. His areas of interest
include software engineering solutions, virtual reality technologies and
applications.
M.C. del Campillo - Agriculture engineer expert on bioavailability of crit-
ical nutrients such as phosphorus, iron and zinc, in soils of the Mediterra-
nean area and in the synthesis of new sustainable and economic fertilizers.
M.C. is motivated by new technologies in teaching, especially those that
promote creativity, imagination, curiosity, research and knowledge.
María del Carmen Beato is forest engineer at the University of Cordoba. She
earned a master’s degree in Representation and design in engineering and architecture
at the University of Cordoba. She specialized in 3D design and is currently
Councillor Delegate of Lucena City Council, Cordoba.
Sebastián Castillo-Carrión has finished his studies in computer engineering
developing a virtual reality platform. Since then, he is involved in diverse
research projects, but most of all virtual worlds, specifically Opensim,
designing and implementing scenarios for conferences, learning and teach-
ing environments, among other areas.
Maja Celeska is a team member of the ViMeLa project, which has been co-
funded by the Erasmus+ Programme of the European Union (Strategic
Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Goga Cvetkovski is a team member of the ViMeLa project, which has
been co-funded by the Erasmus+ Programme of the European Union
(Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Linda Daniela is professor, Chair of the Council for PhD Defence in Edu-
cation and Dean of the Faculty of Education, Psychology and Art at the
University of Latvia. Her expertise spans Technology-enhanced learning,
Smart Pedagogy, Smart Education, Educational technologies for learning,
Educational robotics, etc. Professor Daniela is an author and co-author of
more than 80 publications about processes in all dimensions of education.
She has been involved in more than 30 research projects, editing books
and journals on technological aspects in education.
Ibrahim Demir is an assistant professor in the Civil and Environmental and
Electrical and Computer Engineering departments at the University of
Iowa. Dr. Demir’s research focuses on hydroinformatics, environmental
xviii Contributors
information systems, scientific visualization, big data analytics, intelligent
systems and information communication.
Mihail Digalovski is a team member of the ViMeLa project, which has
been co-funded by the Erasmus+ Programme of the European Union
(Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Lana Frančeska Dreimane is a PhD candidate and a lecturer at the Univer-
sity of Latvia. Her research expertise is educational applications of immersive
technology for learning, spanning from immersive technologies for learning,
to cognitive pedagogy, instructional design strategies, transversal competences
and technology enhanced learning. She has authored several publications on
the topic of immersive learning, and transversal competences and developed
a Master’s course on educational applications of immersive technology for
learning. Lana is also a member of the Immersive Learning Research Net-
work (iLRN)’s State of XR and Immersive Learning Expert Panel.
Martin Ebner is currently the head of the Department of Educational Tech-
nology at Graz University of Technology and is therefore responsible for
all university wide e-learning activities. He is an Adjunct Professor on
media informatics (research area: educational technology) and works also at
the Institute for Interactive Systems and Data Science as senior researcher.
His research focuses strongly on seamless learning, learning analytics, open
educational resources, maker education and computer science for children.
Mohamed Elmasry is a general surgery registrar at Oxford University Hos-
pitals, and a PhD student at the University of Liverpool. He has obtained
his bachelor’s degree in medicine and surgery from Ain Shams University,
Cairo, Egypt in 2008, and has started his surgical training in the UK in
2011. Mohamed’s area of interest is Hepato-Pancreato-Biliary (HPB) sur-
gery, alongside general surgery and medical education.
Mohamed’s research work focuses on liver regeneration after surgical resec-
tion, and he has been the author and co-author of several published articles
in peer-reviewed journals.
Elvira Fernández-Ahumada is assistant professor in the Department of
Mathematics of the University of Cordoba. Her main research deals with
mathematical competence of pre-service teachers, problem solving and
modelling in mathematics teaching, use of immersive virtual worlds for
educational purposes and multivariate analyses of different types of data.
Anna Firych-Nowacka is a team member of the ViMeLa project, which
has been co-funded by the Erasmus+ Programme of the European Union
(Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Joshua A. Fisher, Ph.D. is an expert in participatory, community-focused
platforms for XR storytelling and experiences. Fisher has published through
Contributors xix
a variety of conferences including ACM Multimedia, International Confer-
ence on Interactive Digital Storytelling, Virtual Reality 4 Good, CHI-Play
and IEEE VR. Currently, he is an Assistant Professor of Immersive Media
at Columbia College Chicago.
Ray Gallon is president and co-founder of the Transformation Society,
which promotes digital transformation and organizational learning, and
currently teaches at the universities of Barcelona and Strasbourg. He is co-
chair of the Transformation and Information 4.0 Research and Develop-
ment group of the World Federation of Associations for Teacher Education
(WFATE). Earlier, Ray was an award-winning radio producer and was
programme manager of New York's public radio station, WNYC-FM.
Since 1992 Ray has focused on the convergence of communication, cul-
ture, and technology, He is a speaker at conferences and events throughout
the world, and has contributed to many books, journals and magazines. He
currently serves as president of the Information 4.0 Consortium.
Daina Gudoniene has a doctoral degree in the Technological sciences,
Informatics Engineering field. Since 2010, she works on the Informatics
faculty at the Kaunas University of Technology as a lecturer in the dis-
tance study program. Areas of interest include learning object design and
models for technologies enhanced learning, virtual reality and applications
for education.
José Emilio Guerrero-Ginel has Ph.D. in Agricultural Engineering and is
a Full Professor at the University of Córdoba, Coordinator and teacher of
several courses of initial and continuing training in Spain, Europe and Latin
America on animal production, environment and rural development. He is
also the author of more than 150 publications on topics related to animal
production, environment and regional development, is responsible for
R & D projects and supervises numerous masters and doctoral theses.
Rain Eric Haamer is a team member of the ViMeLa project, which has
been co-funded by the Erasmus+ Programme of the European Union
(Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Charles Hand is a neurosurgical trainee at Southmead Hospital in Bristol,
UK. He has a background in academia and his interests include virtual
reality for use in medical education and clinical neurosurgical research.
He believes that virtual reality will have a large part to play in the future
of medical education and will be especially relevant to surgical trainees.
Oli Howson is an experienced teacher of Computer Science at Secondary,
Post-16 and Higher Education levels. As a teacher, he believes that virtual
reality has as much potential to improve educational provision as the
BBC Micro did in the 1980s.
xx Contributors
Dorota Kamińska is a team member of the ViMeLa project, which has
been co-funded by the Erasmus+ Programme of the European Union
(Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Attila Kett chose Computer Science as his second study at the Goethe-
University Frankfurt after his music studies and will soon start his Computer
Science Master. He is especially interested in virtual reality and the visualiza-
tion of data.
Glyn Lawson is a Chartered Ergonomist and Human Factors Specialist and
has spent his career researching the human factors of virtual reality technolo-
gies for applications such as health and safety training and vehicle design.
Marcin Lefik is a team member of the ViMeLa project, which has been
co-funded by the Erasmus+ Programme of the European Union (Stra-
tegic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Simon Lööck studied Computer Science at the Goethe University in
Frankfurt am Main, Germany, from 2016 to 2019 where he wrote his
bachelor’s thesis at the Text Technology Lab. For this thesis, he devel-
oped the network capability and usability of the virtual reality application
‘StolperwegeVR’.
Neus Lorenzo Galés is an Inspector of Education and cofounder of the
Transformation Society, which promotes digital organizational learning. She
is the former Subdirector General of Educational Transformation in Catalo-
nia (Spain), and Co-Chair of the ‘Transformation Society and Information
4.0’ Research and Development Group of the World Federation of Associ-
ations for Teacher Education (WFATE). She teaches at the Universitat
Autònoma de Barcelona (UAB), is a member of the Information 4.0 Con-
sortium and has been researcher and assessor for the Education Commission
of the European Parliament, the Council of Europe, Pestalozzi Programmes,
Erasmus +, etc. She is an international speaker and also presents webinars
and online seminars.
Juan José Martínez Molina is a Forest engineer at the University of Cor-
doba; he earned a master’s degree in Representation and design in engineering
and architecture in the University of Cordoba. He specialized in 3D design
and calculation of structures and currently works calculating and designing
metal structures in a company in Alicante, Spain.
Alexander Mehler is a Professor of Computational Humanities/Text-
technology at Goethe University Frankfurt where he heads the Text Technol-
ogy Lab (TTLab). Alexander Mehler is a member of the executive committee
of the Center for Digital Research in the Humanities, Social Sciences and Edu-
cation Sciences (CEDIFOR). He is a founding member of the German Soci-
ety for Network Research (DGNet). His research interests include quantitative
Contributors xxi
analysis, simulative synthesis and formal modelling of textual units in spoken
and written communication. To this end, he investigates linguistic networks
based on contemporary and historical languages (using models of language evo-
lution). A current research interest concerns 4D text technologies based on
VR, AR and Augmented Virtuality.
Maria Evelina Mognaschi is a team member of the ViMeLa project,
which has been co-funded by the Erasmus+ Programme of the European
Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Jesús Montejo-Gámez is an Assistant Professor at the department of Math-
ematical Education of the University of Granada, researcher of the Spanish
Society of Research on Mathematics Education and a member of the Edu-
cation Committee of the Spanish Royal Mathematical Society. He is
focused on collaborative learning supported by ICT, mathematics teacher
formation and mathematical modelling in problem solving.
Raphael Olaiya is currently an acute and emergency medicine resident
doctor at the Central London Deanery Hospitals and the director of the
Lewisham and Greenwich Hospital's Health Data Science Group, a team
that focuses on the research and application of machine learning to clinical
medicine. He achieved his medical degree at University of Liverpool and
his Masters of Data Science post-graduate degree at University College
London. He has lead several UK based commercial and academic oriented
health innovation implementation projects utilising virtual reality and
machine learning. Raphael’s research and work focuses on translating state
of the art emerging technologies towards improving healthcare.
Marko Orel is an assistant professor at the University of Economics, Prague
qualitative researcher specializing in the exploration of the changing
nature of the global workplace and research of digital age that presents
major new challenges to entrepreneurs. He is exploring projects and
operational networks of influences, community engagement moderation
and its inter-relational participation within flexible workspaces.
Leovigilda Ortiz-Medina is an agronomist attached to the Unit of Pro-
duction Systems Engineering, in the Higher School of Agricultural and
Forestry Engineering (University of Cordoba). Since 2002, she has mainly
worked in the management of post-graduate programs and in projects for
the improvement of teaching quality, especially in the field of employ-
ment and business creation. She is also involved in projects related to
innovation in the agroforestry sector.
Cristina Pérez Martínez is an architect and currently works as a secondary
school teacher. She was born on 20 February 1988 in Jaén (Spain). In 2016
Cristina obtained two Masters: in Representation and Design in Engineering and
Architecture and another in Teaching. After her degree in 2012, she worked as
xxii Contributors
an architect in numerous places (such as Antwerp in Belgium and in Valen-
cia, Córdoba, Jaén and Madrid in Spain) until the year 2019, when she
started working as a secondary teacher in the specialty of Mathematics.
Lidija Petkovska is a team member of the ViMeLa project, which has
been co-funded by the Erasmus+ Programme of the European Union
(Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Anh-Tuan Pham-Hang is currently a student of the School of Computer
Science and Engineering at the International University, Vietnam. His
research interests consist of virtual reality, augmented reality and photore-
ality, focusing on computer-assisted pedagogical tools.
Hai Chien Pham received his Ph.D. in Construction Engineering and Man-
agement from Chung-Ang University, Seoul, South Korea. His research
interests consist of Building Information Modeling (BIM), Virtual Reality,
Augmented Reality, Photoreality and mobile computing, focusing on
technology-enhanced application for construction education, training and
management. He is currently the Head of the Department of Construction
Engineering and Management (DCEM) of Faculty of Civil Engineering at
Ton Duc Thang University, Vietnam. He has taught many construction
management courses for undergraduate and graduate students and guided
a large number of Ph.D. and master’s students. Furthermore, he has coordin-
ated and participated in several research projects.
Thi-Thanh-Mai Pham is currently a lecturer of Faculty of International
Trade, College of Foreign Economic Relation, Vietnam. She has taught
many international trade and business management courses for under-
graduate and graduate students, as well as participated in several research
projects. Her research interests focus on assessing the innovative pedagogy
methods for improving learning outcome.
Gregory Quinn: As course leader for Architectural Engineering at the
Swinburne University of Technology, Gregory Quinn pursues innovation
by navigating between the arts and sciences in all of his professional pur-
suits. His research strengths lie in research through design, lightweight
architecture, education and computation.
Najmeh Rezaei is a team member of the ViMeLa project, which has been
co-funded by the Erasmus+ Programme of the European Union (Strategic
Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Manfred Rosenberger holds a Bachelor of Education from Pädagogische
Hochschule Steiermark and received his MSc in Software Engineering
Leadership from campus02 in Graz in 2016. His work is focused on
Requirements Engineering in research und software projects.
Contributors xxiii
Davide Salanitri achieved his Ph.D. in Human Factors at The University of
Nottingham in 2018. Davide is a Human Factors researcher, a specialist in
the study of Human Factors in Virtual Reality.
Pedro Sánchez-Zamora (Córdoba, 1984) is Lecturer at the Department of
Agricultural Economics, Sociology and Policy at ETSIAM-University of
Cordoba (Spain). He was trained as agricultural engineer (2009) and has
a Ph.D. in Rural Development (2014) from the University of Cordoba.
His areas of expertise are focused on the study of territorial dynamics and
territorial resilience in rural areas and the analysis and evaluation of Public
Policies for rural areas.
Tomasz Sapiński is a team member of the ViMeLa project, which has
been co-funded by the Erasmus+ Programme of the European Union
(Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Fabian Schneider is a researcher and computational architect exploring
the boundaries between practice, design and human interface. His
research focus lies with multi-platform interfacing, computational design
and visualisations.
Lukas Schwarz has been studying Computer Science at the Goethe Univer-
sity Frankfurt since 2014. His work as a student assistant at the Text Tech-
nology Lab mainly consists of creating virtual 3D models of real-world
buildings and assisting other students in creating these models.
Yusuf Sermet is a Ph.D. candidate in the Department of Electrical and
Computer Engineering at the University of Iowa, while working as
a Graduate Research Assistant at the IIHR—Hydroscience & Engineering.
His research focuses on next-generation environmental knowledge gener-
ation and communication.
Christian Spiekermann has been studying Computer Science at the Goethe
University Frankfurt since 2014. There he has focused on computer graphics
and mixed reality, especially in his position as student assistant at the TTLab.
Michael Spitzer received his MSc in Information and Computer Engineer-
ing from Graz University of Technology in 2015. As his master’s thesis, he
implemented a collaborative sketch tool (Teamsketch) for iPads to train in
collaborative work with primary school pupils. Since then he has focused
his work on technology-enhanced learning (TEL). In 2016 he started the
Ph.D. program at Graz University of Technology as a researcher in the
field of technology-enhanced learning with augmented reality.
Encarnación V. Taguas works as an Assistant Professor in the Department
of Rural Engineering of the University of Cordoba. She is a Ph.D. Forest
Engineer, and her specific fields are ‘Innovative teaching techniques in
xxiv Contributors
Geosciences and Engineering Projects’ and ‘Soil and Water Measurements,
Modelling and Conservation in olive groves’.
Adrian Hadipriono Tan is a Ph.D. alumnus of the Ohio State University. He
has a B.S. in Computer Science and Engineering and an M.S. and Ph.D. in
Civil Engineering. Adrian’s Ph.D. work was in civil engineering with a focus
on computer graphics and virtual simulation in the construction industry.
Fabian Hadipriono Tan has an M.S. in structural engineering, an M.E. in
construction engineering and management and a Dr. Eng. in construction
engineering and management from the University of California in Berke-
ley. He has worked in the areas of construction of infrastructures and build-
ings, failure assessment of buildings and bridges, construction accident
investigations, forensic engineering, ancient buildings, ancient bridges and
the ancient history of science and engineering for over 50 years. The tools
Professor Tan uses for his research include fault tree analysis, fuzzy logic,
artificial intelligence and virtual reality.
Ana M. Tarquis has been teaching Mathematics at UPM under different
graduate programs since 1991. In addition to classroom instruction, she is
mentoring students on appropriate research topics at Master and PhD
programs.
Toomas Tikk is a team member of the ViMeLa project, which has been co-
funded by the Erasmus+ Programme of the European Union (Strategic
Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Brian Waterfield is a Specialist in Virtual Reality & High-end Visualisation
Technical Lead, who has driven jaguar LandRover’s immersive development
over the last 12 years.
Slawomir Wiak is a team member of the ViMeLa project, which has been
co-funded by the Erasmus+ Programme of the European Union (Strategic
Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Jin Rong Yang holds a B.S., M.S. and Ph.D. in Civil Engineering from
The Ohio State University. He has worked as a graduate teaching associate
for the Department of Engineering Education at the university, as well as
a construction inspector for the City of Columbus. Dr. Yang is currently
a civil engineer in the U.S. Army Aviation and Missile Command.
Grzegorz Zwoliński is a team member of the ViMeLa project, which has
been co-funded by the Erasmus+ Programme of the European Union
(Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675).
Contributors xxv
New Perspectives On Virtual And Augmented Reality Finding New Ways To Teach In A Transformed Learning Environment Linda Daniela
Part I
Virtual reality in
humanities and social
sciences
New Perspectives On Virtual And Augmented Reality Finding New Ways To Teach In A Transformed Learning Environment Linda Daniela
Chapter 1
Virtual reality learning
experience evaluation tool for
instructional designers and
educators
Lana Franc
̌ eska Dreimane
Introduction
Virtual reality (VR) has been used for learning since the 1970s for flight
simulation and military training. VR has been applied to create learning
experiences in various fields that require complex conceptualisation, drill-
training (repetition, automation) and complex contextual problem-solving
(individuals and teams). The emerging availability of low-cost, high fidelity
VR environments opened new possibilities for direct learning that is both
cost effective and scalable.
For the past decade, VR has transformed human-computer interface and in
fact humanised it much further than ever before. Immersive experiences –
either reality or fantasy based, allow us to interact with content and other
people in a way that previously could only have been possible in science fic-
tion. New outlooks on the prevailing importance of learning environments
and technology enhanced learning strategies led by the educational and
immersive technology research community offered new terminology to
advance the discussion on immersive learning. Thus, the new terms – three-
dimensional (3-D) virtual learning environments (VLEs) (Dalgarno & Lee,
2010) and virtual immersive experiences (VIEs) (Kapp & O’Driscoll, 2010)
allowed for new opportunities to further and more effectively structure the
academic discourse on the educational potential and applications of VR
technology.
The field of VR research can be viewed in two main categories – tech-
nical solutions and applications. This study discusses technical solutions in
context, but the focus of the research will be on applications, specifically
VR applications for learning purposes. There is a significant body of research
available on technical solutions and limitations of VR technology; however,
in 2020 it is still very challenging for educators and instructional designers to
find and navigate the guidelines on how VR learning experiences should be
designed in order to ensure that learning objectives will be achieved. Thus,
a major problem of VR learning research today seems to be the lack of
understanding of the general principles that govern the process and how
they are interconnected with the existing knowledge about learning, instruc-
tional strategies and curricula. With the explosive development in the field of
VR learning, there is a need for systematisation of pedagogical principles that
govern and facilitate learning in VR. This chapter presents a VR learning
experience evaluation tool consisting of 3 macro-level criteria, 21 mezzo-level
criteria and 90 sub-criteria that will highlight pivotal aspects that should be
considered by instructors and educators who wish to successfully design and/
or apply VR learning experiences.
As Ron Burns concluded in the Foreword for Learning in 3-D: Adding
a New Dimension to Enterprise Learning and Collaboration (Burns in Kapp &
O’Driscoll, 2010): ‘Now learning in context will become the most empower-
ing component for learning and collaboration or humans and the human
computer interface will be more naturalistic’ (p. xi). Today, with emergence
of virtual learning environments, we have the opportunity to go beyond con-
tent, beyond hierarchies and set environments – classrooms or desktops – and
focus on the context of learning. Contrary to the general belief that VR has
changed or will completely change the way we interact, entertain and learn,
the author of this article argues that VR in fact offers a possibility to create
more natural extensions to existing modes of interaction, entertainment and
learning. This conviction also relates to the application and effectiveness of the
existing approved instructional models (Bloom’s, SOLO, ADDIE, Gagne’s,
4C ID model) in the VR environment. Furthermore, this view is shared by
Oral Roberts University’s (a world pioneer in the use of VR in university
programmes) vice president of technology and innovation, Michael Mathews
(2017). The main benefit of introducing VR into the learning process is that
there is no need to change the learning objectives and strategies; VR rather aids
in achieving these objectives and amplifies (deepens) the residue and speeds up
the learning process.
VR has already shown great potential; nevertheless, it is very new technology
and there is much more to be understood and studied on how to use it effect-
ively and further incorporate VR technology into our daily lives in order to
harness the unique opportunities. Several authors argue that the success of VR
learning relies on the quality of the chosen visualisation and interaction mode
(Bryson, 1995; Erickson, 1993). The VR technology industry is exceedingly
competitive and has developed with remarkable speed; nevertheless, today’s VR
technologies bear several significant technical limitations, including, for some
users, cybersickness or simulation sickness. Also called VR sickness, it occurs
when exposure to a virtual environment causes symptoms that are similar
to those of motion sickness (Kolasinski, 1995; LaViola, 2000). Other issues
include the quality of lenses (including the lack of comfortable and affordable
optometric solutions for VR headsets, eliminating the need to wear glasses/
lenses beneath the headset), as well as increasing need to improve the resolution
and display quality and improvements in terms of latency (response) including
spatial queues and haptic responses.
4 Lana Franč eska Dreimane
Why do we need an evaluation tool for VR learning
experiences?
Since the advent of computer technologies, various research has raised the
question of whether and how technology can potentially enhance the learning
process and outcomes and what value can be added to learners’ experiences.
Unlike other terms, technology enhanced learning (TEL) implies a value
judgement, as ‘enhanced’ suggests that something is improved or superior
in some way. The proposed description itself suggests that enhancement
should be understood as a value judgement meaning improved quality or
added value. Thus, several academics (Chatti, Schroeder, & Jarke, 2012;
Kapp & O’Driscoll, 2010; Kirkwood & Price, 2013) have raised questions
such as what exactly can and should be, or in particular instances is,
enhanced when technology is used for teaching and learning. How will
the enhancement be achieved, and how can enhancement be determined,
evaluated and monitored? Is enhancement concerned with increasing tech-
nology use or improving the circumstances/environment in which educa-
tional activities take place?
Instructional strategies for learning approaches in VR
Learning taxonomies and instructional design models present a most suitable
platform for further discussion about the approaches learning in VR. A variety
of field-specific (case-study) based inquiries draw on several field-specific prin-
ciples (e.g. medical training, first-response teams, military, pilot, as well as navy
training and engineering, manufacturing and sales); however, it is important to
note that very little research is available on the general principles governing
learning in VR.
Chwen Jen Chen (2006) asserts that
Although VR is recognized as an impressive learning tool, there are still
many issues that need further investigation including, identifying the
appropriate theories and models to guide its design and development,
investigating how its attributes are able to support learning (…).
(2006, p. 39)
Her research resulted in insights to a feasible instructional design theoretical
framework, as well as an instructional development framework for VR-
based learning environments.
Kapp & O’Driscoll (2010) combine technological knowledge with
instruction and learning approaches and present a model to approach learn-
ing in VR through a variety of components and levels. The model defines 7
Sensibilities; 9 Principles; 4 Macrostructures and 11 Learning Archetypes
(Figure 1.1.).
Evaluation tool for VR learning experiences 5
CRITICAL INCIDENT
OPERATIONAL
APPLICATION
OTHER
CONCEPTUAL
ORIENTEERING
INSTRUCTIONAL STRATEGIES FOR VR
Kapp, O’Driscoll, 2010
Examples
Understanding of a key concept
This concept can be taken beyond physical
perception. You can give a learner an
experience of what it is like to have a
mental condition like schizophrenia or a
physical impairment like blurred vision or
sudden dizziness
Teaching people how to:
Plan and react to
Conduct activities that are
unexpected, infrequent or
considered to be dangerous
1.
2.
3.
Interaction and manipulation
of objects for the purpose of
gaining proficiency in
functionality and performance
Learners are challenged to
apply physical world rules to
objects in the virtual world
1.Avatar Persona
2.Role Play
3.Scavenger Hunt
4.
4. Guided Tour
5. Co-Creation
6. Small Group Work
Figure 1.1 Instructional strategies for VR adopted from Kapp and O’Driscoll (2010) Author’s
concept.
Method
The first step involved constructing VR learning ecosystem and typologies,
which necessitated extensive literature analysis and practical case analysis. For the
purposes of this research, VR learning archetypes and typologies defined by Kapp
and O’Driscoll (2010) as well as the unique characteristics and affordances of VR
learning environment proposed by Dalgarno and Lee (2010) were adopted.
The second step consisted of drawing comparisons through cross-analysis of
the established learning theories and approaches of the 20th and 21st century in
order to establish aspects and attributes that are fully or partially applicable to the
process of learning in VR (see Table 1.1). The following educational theories
and approaches were analysed: Behaviourism, Cognitivism, Constructivism,
Generative learning, Problem-based learning, Activity theory, Significant learn-
ing, Constructionism, Connectivism, Situated learning, Experiential learning
and Learning as a Network (LaaN) theory.
Step 3 involved highlighting aspects of the VR learning ecosystem that fit
with the key aspects of each of the pedagogic and instructional design
theory frameworks Table 1.2 maps out some of the aspects of the VR learn-
ing ecosystem that fit with the key facets of each of the learning frameworks
set out in Table 1.1.
Based on the literature analysis and extensive VR learning content testing,
a qualitative data analysis tool for evaluating VR learning experiences was
developed. The evaluation tool included 3 macro-criteria, 21 criteria and 90
sub-criteria. The full evaluation tool template can be found in Annex 1.
6 Lana Franč eska Dreimane
Table 1.1 Cross-analysis of the learning theories and approaches of the 20th and 21st
centuries.
20th century learning theories 21st century learning
theories
Theory/
approach
Behaviourism Cognitivism Constructivism Connectivism
TEACHING
→ LEARNING
Theorists I. Pavlov,
E. Thorndike,
B.F. Skinner
D. Merril,
R. Gagne,
J. Bruner
L. Vygotsky,
A. Bandura,
J. Piaget, J. Dewey,
S. Papert,
M.C. Wittrock, L.D.
Fink (significant
learning),
D.H. Jonassen
Y. Engestrom,
G. Siemens,
S. Downes,
J. Lave,
D.A. Kolb,
M.A. Chatti
Related
approaches/
theories
Cognitive
behaviourism
Instructional
theory
Constructionism
Generative learning
approach; Problem-
based learning
(reflection,
scaffolding);
Significant learning –
authentic experiential
activity theory
experiences +
reflection,
self-assessment
Situated learning/
Experiential learn-
ing, Active learning
and learning-by-
doing (such as
role-play), scaf-
folded, collaborative
learning, Learning
as a Network
(LaaN) theory,
actor-network
theory, gamification
Learner’s
role
Passive –
reactive
Reactive Active Proactive
Main
assumption
correct
instructional
stimuli will
elicit the
desired
learning
outcomes,
with an
emphasis on
practice and
performance
Focus on
understanding
of mental
processes;
mind as an
information
processor
Student-centered
view of the learner
as an active
participant in the
learning process and
the teacher as
a facilitator;
learning occurs as
a result of active
engagement or
experience in
a social context;
importance of social
context in which the
learning occurs
importance of
interaction,
knowledge and
learning are today
defined by
connections;
learning as
a connection/
network-forming
process;
the half-life of
knowledge is
shrinking;
learning consists of
the ability to
construct and
traverse networks;
understands
learning as
a socially
(Continued )
Table 1.1 (Cont.)
20th century learning theories 21st century learning
theories
Theory/
approach
Behaviourism Cognitivism Constructivism Connectivism
TEACHING
→ LEARNING
communication and
experience;
assistance of a more
capable peer,
scaffolding
constructed
process where
learners interact in
pursuit of a shared
goal; the
connections that
enable us to learn
are more important
than our current
state of knowing.
Knowledge net-
works, fluidity,
some learning
environments with
no spatial and time
restrictions,
collective value
creation, exchange
of knowledge and
virtual
co-construction
Types of
learning
facilitated
Task-based Reasoning,
problem-
solving
Social, hands-on,
contextual
Creation of
knowledge through
connection
creating, creating
collective
knowledge,
leveraging internal
and external
knowledge
networks
How the
learning
environ-
ment is
viewed
Design of
learning
environment
as potential
facilitator of
learning
Learning
environment
is constructed
as a projection
of internal
mental
processes
(schema)
Authenticity of
learning
environment
Contextual learning
Technology
enhanced
Learning environ-
ment is fundamental
and can be also
viewed in multiple
ways – internal,
external, artefacts,
groups of people,
information,
technology,
activities, etc.
Table
1.2
Relation
to
learning
in
VR.
Aspects
of
VR
learning
ecosystem
that
fit
with
the
key
facets
of
each
learning
framework
BEHAVIOURISM
COGNITIVISM
CONSTRUCTIVISM
CONNECTIVISM
1.
Stimuli
are
effective
in
controlling
learning
outcomes
and
learner
behaviour
–
VR
environment
stimuli
guide
learner
through
experience
and
potentially
impact
one’s
behaviour
and
values.
2.
Focus
on
stimulation
of
learner’s
attention
through
reinforcement
–
stimulation
of
learner’s
attention
is
quintessential
to
VR
learning.
3.
Achieving
learning
outcomes
by
stimulating
learner
engagement
through
presenting
the
correct
stimuli.
4.
E.
Thorndike,
B.F.
Skinner
–
(the
law
of
effect,
Operant
conditioning)
Selective
reinforcement
–
positive/negative
response
in
VR
learning
environment
(or
avatars)
1.
Internalising
knowledge
con-
struction
–
shift
from
teaching
to
learning.
2.
Emphasis
on
knowledge
deconstruction/architecture
–
cognitive
processes,
knowledge
dimensions
3.
Learning
is
a
change
in
cogni-
tive
processes
and
knowledge
dimensions
4.
Importance
of
differentiating
short-term
and
long-term
memory
5.
By
applying
the
correct
stimu-
lus,
the
learner
can
be
engaged
in
cognitive
processes
of
dif-
ferent
complexity
in
order
to
facilitate
learning
6.
Replicating
mental
models
when
constructing
a
learning
experience
1.
Authentic
experiential
experi-
ences
–
learning
environment
becomes
paramount
2.
Personal
interpretation
and
knowledge
representation
3.
Learning
in
and
from
context
4.
Reflection,
self-assessment
5.
Learning
process
is
self-
directed,
experiment
and
dis-
covery
driven
6.
Learning
is
facilitated
and
enabled
by
VR
space
7.
Online
collaboration
–
VR
artefacts
(Vygotsky
tools)
8.
Prior
knowledge
–
9.
Sense
of
self
(Bandura)
–
avatar
persona
10.
sense
of
self-efficacy
–
engage-
ment
in
VR
learning
through
experimentation,
engagement
with
other
avatars,
co-
creation
11.
Guidance
(Vygotsky
ZPD)
1.
Collective
intelligence
2.
Enabling
internal
and
external
knowledge
networks
of
a
learner
in
order
to
facilitate
new
knowledge
building
or
constructing
new
meaning
to
existing
knowledge.
3.
Shift
of
emphasis
from
know-
ing
to
the
ability
to
navigate
through
knowledge
networks
4.
Ability
to
incorporate
and
interpret
new
knowledge
5.
Fluidity
of
self
across
the
dif-
ferent
networks
6.
Personal
knowledge
network
7.
Internal
and
external
know-
ledge
nodes
8.
Networks
of
knowledge
and
applications
(Continued
)
Table
1.2
(Cont.)
Aspects
of
VR
learning
ecosystem
that
fit
with
the
key
facets
of
each
learning
framework
BEHAVIOURISM
COGNITIVISM
CONSTRUCTIVISM
CONNECTIVISM
5.
E.
Thorndike,
B.F.
Skinner
–
learner
must
play
an
active
role
in
order
to
acquire
knowledge
6.
E.
Thorndike,
B.F.
Skinner
–
learners
learn
by
doing
–
trial
and
error
–
VR
presents
a
safe
and
engaging
space
for
prac-
tical
training.
7.
Evaluation
of
behaviour
to
measure
learning
progress
and
objectives
–
VR
learning
pro-
vides
an
opportunity
to
evalu-
ate
natural
human
interaction
with
artefacts
and
other
humans;
thus,
it
is
possible
to
evaluate
not
only
separate
forms
of
behaviour
(e.g.
writ-
ing,
talking,
movement),
but
also
enable
to
evaluate
whole-
some
behaviour
aspects
–
decisions,
reaction
time,
col-
laboration,
etc.
7.
Organising
new
knowledge
as
‘related’
to
already
existing
12.
VR
learning
space
and
arte-
facts
within
shape
cultural
conditions
of
learning
13.
Play
as
a
significant
element
of
learning,
which
also
ensures
learner
engagement
14.
Importance
of
transfer
and
prior
knowledge
Three macro-criteria, 21-mezzo criteria and 90
sub-criteria
The proposed VR experience evaluation tool was essentially developed to
serve as a purposeful quality control or design development instrument that
would inform instructional designers, educators, learners and VR content and
technology professionals by providing a clear and multi-purpose framework
that allows one to outline the alignment of the instructional, pedagogical and
VR learning environment to ensure and strengthen the efficiency of the VR
learning design and instructional strategies.
These typologies were developed through analysis of 130 VR learning
experience designs and then drawing similar characteristics of learning
environments and strategies applied in VR, thus establishing broader types
of VR learning experiences. The tool has been further developed through
rigorous approbation and modifications for variant use. These types are
based on the current technology and learning needs; nevertheless, this only
means that these types will be evolving hand in hand with the develop-
ment of VR technologies and the ever-evolving job-market appetite for
knowledgeable and skilled professionals.
A compact schema for the framework of the evaluation tool is provided
in Figure 1.2.
The first macro criterion is labelled ‘Purpose’, which includes 5
mezzo-level criteria (see Table 1.3.).
PURPOSE
1) Type of Experience
2) Problem
3) Goal
4) Field (-s) of Science according
to the OECD clasification
5) Solution
VR LEARNING
EXPERIENCE DESIGN
15) Chosen technologies
16) Tracking analytics
17) Type of VLE strategy
18) Role of VR space
19) Characteristics of VR learning environment utilised
20) Is instructor feedback availiable
21) Learning affordances of VR space
INSTRUCTIONAL STRATEGY
6) The pedagogical perspectives that
inform instruction
7) Learning Objective(s)
8) Chosen task design
9) Possible competition element involved
10) Learner’s role
11) Cognitive knowledge dimensions
12) Cognitive process dimension
13) Competences developed
14) Monitoring and assessment
2
3
1
Figure 1.2 Framework of the evaluation tool.
Evaluation tool for VR learning experiences 11
Table
1.3
First
macro
criterion
‘purpose’.
Macro-
criterion
Criterion
Sub-criteria
1.
Purpose
1)
Type
of
Experience
Activity
Lesson
Experience
Interactive
simulation
Experience
+
activity
Experience
+
lesson
Immersive
Virtual
World
2)
Problem
Learning
problem
that
has
to
be
addressed
3)
Goal
Single
Multiple/interdisciplinary
Adjustable
4)
Field
(-s)
of
Science
according
to
the
OECD
classification
Primary
FOS
and
if
applicable
secondary
or
interdisciplinary
Natural
Sciences
Engineering
and
Tech-
nology
Medical
and
Health
Sciences
Agricultural
Sciences
Social
Sciences
Humanities
Primary
FOS
Secondary
FOS
5)
Solution
Presented
learning
solution
The second macro criterion proposes 9 mezzo-level ‘Instructional
Strategy’ criteria (see Table 1.4.).
The third macro criterion proposes 6 mezzo-level criteria for evaluating
VR learning experience designs (see Table 1.5.).
Table 1.4 Second macro criterion ‘instructional strategy’.
Macro-criterion Criterion Sub-criteria
2. Instruc-
tional
Strategy
6) The pedagogical perspec-
tives that inform
instruction
Single
Multiple
Mixed
Behaviourism
Cognitivism
Constructivism
Connectivism
7) Learning objective(s) Single
Multiple
8) Chosen task design Sequential Interrelated
9) Possible competition
element
Individual Ranking
Team Time-count
score
Adjustable Other
10) Learner’s role Passive explorer – learner absorbs the
experience yet has no additional control
over the environment in the speed or
mode of interaction
Re-active – learner is actively responding
to and interacting with the learning
environment
Proactive – learner drives and controls
the learning environment
11) Cognitive knowledge
dimensions
Factual
Conceptual
Procedural
Meta-cognitive
12) Cognitive process
dimension
Remember
Understand
Apply
Analyse
Evaluate
Create
Knowledge Disciplinary knowledge
(Continued )
Evaluation tool for VR learning experiences 13
Table 1.4 (Cont.)
Macro-criterion Criterion Sub-criteria
13) Compe-
tences
developed
Interdisciplinary knowledge
Practical knowledge
Skills
developed
Cognitive and meta-cognitive skills
Social and emotional
Physical and practical skills
Attitudes
and values
Attitudes and values
14) Monitoring and
assessment
Learner is assessed in real-time (wright
or wrong signals, score, points, levels,
number of errors, completion time,
other real-time metrics)
Learner is assessed after completing sev-
eral sessions
Self-assessment
No assessment is incorporated into the
experience
Table 1.5 Third macro criterion ‘VR learning experience design’.
Macro-criterion Criterion Sub-criteria
3. VR learn-
ing experi-
ence design
15) Chosen technologies High compatibility (numerous
headsets devices/platforms)
Low compatibility
Web VR friendly
VR/AR/MR mode
16) Tracking analytics (e.g. attention,
eye movement, facial expres-
sions, EEG, ECG, EMG, EDA)
Engagement, interaction
Eye tracking, viewpoint
monitoring
Sensory tracking (facial expres-
sions, EEG, ECG, EMG, EDA)
Haptic interaction
17) Type of VLE strategy Individual
Group
Adjustable (real-time; multi-user;
synchronous)
Avatar persona
Role play
(Continued )
Conclusions and recommendations
This chapter highlights a framework for ensuring an alignment between learn-
ing goals (pedagogy), instructional strategy and affordances of VR technology.
The VR learning experience evaluation tool aims to serve a ready-to-use and
adaptable instrument for instructional designers, educators, VR technology
developers and potentially learners. Perhaps the most notable contribution of
Table 1.5 (Cont.)
Macro-criterion Criterion Sub-criteria
Scavenger hunt
Guided tour
Operational application
Conceptual orienteering
Critical incident
Co-creation
Small group work
Group forums
Social networking
18) Role of VR space (including arte-
facts within the space) in achiev-
ing learning objectives
Primary significance – learning
occurs from interaction with the
space
Important – not a primary driver
of learning experience, yet
important in conveying context-
ual knowledge and cues
Supportive/entertaining
19) Characteristics of VR learning
environment utilised
Representational fidelity
Learner interaction
Social fidelity (including social
familiarity and social reality)
Social presence
Immediacy of discourse
20) Availability of instructor or
feedback
Yes
No
Statistical data (success rate,
progress)
Test
21) Learning affordances of VR
space
Spatial knowledge representation
Experiential learning
Engagement
Contextual learning
Collaborative learning
Evaluation tool for VR learning experiences 15
this study is in systematising already existent yet fragmented knowledge and
developing practical recommendations, as well as defining the area for further
considerations and research.
First conclusion and recommendation
VR learning experiences can be used for all cognitive processes and know-
ledge dimensions; however, if we aim to utilise the specific and unique
affordances of the virtual learning environment, the most beneficial choice
of learning objectives for such experiences would be, in fact, a higher cogni-
tive dimensions starting with remembering factual knowledge and moving
all the way to creation of metacognitive knowledge.
It is especially beneficial to utilise VR learning technology in order to
develop students’ ability to create and engage in critical thinking and innov-
ation, as VR learning experiences allow students to express and create com-
plex metacognitive concepts, as well as perfect complex procedural knowledge
including where procedural and cognitive processes fuse together.
Second conclusion and recommendation
It is important to note that the majority of the current research on learning
in VR draws a connection with learning principles of constructivism, con-
structionism and connectivism; however, it often disregards other learning
frameworks such as behaviourism and cognitivism.
For this reason, the author argues that all of the relevant learning facets
highlighted in Table 1.1 should be taken into account when approaching
learning in VR from the pedagogic perspective (Table 1.2), as the teachings
of each of the learning frameworks discussed in Table 1.1 should be fully
leveraged in order to better understand how learning takes place in relation
to affordances of VR technology and user experience. However, the author
stresses that numerous aspects are unique to the VR learning ecosystem and
are not covered by the existing learning frameworks, such as those included
in the third macro criterion ‘VR learning experience design’ (see Table 1.5).
Thus, when attempting to define the most appropriate pedagogic theory
outlook, the author argues, a mixed or fused outlook should be adapted.
Third conclusion and recommendation
In order to avoid creating ineffective VR learning content and wasting hours
and resources, it is immensely important to ensure the effective use of VR
technology. Thus, it is crucial to analyse and map out the characteristics of the
strategically set learning objectives and the role of the VR learning environ-
ment before undertaking the creation of VR learning content (including
instructional design and 3D visual and multi-media content creation).
16 Lana Franč eska Dreimane
The author proposes preliminary cross-analysis (see Table 1.6.) in order to
ensure further effectiveness and successful alignment of all of the affordances
involved in VR learning experience.
Table 1.6 Preliminary cross-analysis.
Criterion Sub-criteria
Preliminary
cross-
analysis
How the affordances of the VR environ-
ment contribute to qualities of active,
collaborative learning
(Free form)
Is (was) the learning strategy successful
because of the affordances of 3D VLE?
(Free form)
VR user experience (What is the role of
learner using the VLE?)
(Free form)
Does the learning experience clearly
manifest the benefits of using VR as the
learning mode
Yes, the reasons for choosing
VR as the learning mode are
clear
Reasons for choosing VR as
the learning mode can be
identified
Reasons for choosing VR as
the learning mode cannot be
identified
Annex 1 ‘Evaluation tool’
Macro-
criterion
Criterion Sub-criteria Title of the
learning
experience
1. Purpose
Type of
Experience
1) Type of Experience Activity
Lesson
Experience
Interactive simulation
Experience + activity
Experience + lesson
Immersive Virtual World
2) Problem Learning problem that has
to be addressed
3) Goal Single
Multiple/interdisciplinary
Adjustable
(Continued )
Evaluation tool for VR learning experiences 17
Annex 1 (Cont.)
Macro-
criterion
Criterion Sub-criteria Title of the
learning
experience
4) Field(-s) of Science according
to the OECD classification
1. Natural Sciences
2. Engineering and
Technology
3. Medical and Health
Sciences
4. Agricultural Sciences
5. Social Sciences
6. Humanities
Primary FOS
Secondary FOS
(interdisciplinary)
5) Solution
2. Instruc-
tional
strategy
6) The pedagogical perspectives
that inform instruction
Single
Multiple
Mixed
Behaviourism
Cognitivism
Constructivism
Connectivism
7) Learning objective(s) Single
Multiple
8) Chosen task design Sequential
Interrelated
9) Possible competition elem-
ent involved
Individual Team
RankingScore Time
count
Adjustable Other
10) Learner’s role Passive explorer – learner
absorbs the experience yet
has no additional control
over the environment in
the speed or mode of
interaction
Re-active – learner is
actively responding and
interacting with the learn-
ing environment
Proactive – learner drives
and controls the learning
environment
(Continued )
Annex 1 (Cont.)
Macro-
criterion
Criterion Sub-criteria Title of the
learning
experience
11) Cognitive knowledge
dimensions
Factual
Conceptual
Procedural
Meta-cognitive
12) Cognitive process
dimension
Remember
Understand
Apply
Analyse
Evaluate
Create
13) Competences
developed
Knowledge Disciplinary knowledge
Interdisciplinary knowledge
Practical knowledge
Skills
developed
Cognitive and meta-
cognitive
Social and emotional
Physical and practical
Attitudes
and values
Attitudes and values
14) Monitoring and assessment Learner is assessed in real
time (right or wrong sig-
nals, score, points, levels,
number of errors, comple-
tion time, other real-time
metrics)
Learner is assessed after
completing several sessions
Self-assessment
3. VR
learning
experience
design
15) Chosen technologies High compatibility (numer-
ous headsets devices/
platforms)
Low compatibility
Web VR friendly
VR/AR/MR mode
16) Tracking analytics (e.g.
attention, eye movement,
facial expressions, EEG,
ECG, EMG, EDA)
Engagement, interaction
Eye tracking, viewpoint
monitoring
Sensory tracking (facial
expressions, EEG, ECG,
EMG, EDA)
Haptic interaction
17) Type of VLE strategy Individual
Group
(Continued )
Annex 1 (Cont.)
Macro-
criterion
Criterion Sub-criteria Title of the
learning
experience
Adjustable
Real time
Multi user
Synchronous
Avatar persona
Role play
Scavenger hunt
Guided tour
Operational application
Conceptual orienteering
Critical incident
Co-creation
Small group work
Group forums
Social networking
18) Role of VR space (including
artefacts within the space)
in achieving learning
objectives
Primary significance –
learning occurs from inter-
action with the space
Important – not a primary
driver of learning experi-
ence, yet important in con-
veying contextual
knowledge and cues
Supportive/entertaining
19) Characteristics of VR learn-
ing environment utilised
Representational fidelity
Learner interaction
Social fidelity (including
social familiarity and social
reality)
Social presence
Immediacy of discourse
20) Availability of instructor or
feedback
Yes
No
Statistical data (success
rate, progress)
Test
21) Learning affordances of VR
space
Spatial knowledge
representation
Experiential learning
Engagement
Contextual learning
Collaborative learning
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Evaluation tool for VR learning experiences 21
Chapter 2
The educational perspective on
virtual reality experiences of
cultural heritage
Linda Daniela and Yipaer Aierken
Introduction
Learning from personal experience is widely accepted as a powerful tool to con-
struct knowledge, to develop a deeper understanding of different concepts, and
to develop new competencies, and Virtual Reality (VR) and Augmented Real-
ity (AR) can support such learning by providing tools to widen possibilities
(hereafter, the authors will use the generic term VR for AR as well, as it is
a sub-branch of VR). The use of VR, including in the educational environ-
ment, has been growing rapidly in recent years, but as Fowler (2015) has
pointed out, in most cases, the technological perspective is at the forefront. Cur-
rently, VR solutions are offered in a wide variety of applications where VR
simulations can be used to master skills and develop competencies needed for
specific purposes, the development of which can be dangerous in real situations
if dealing with hazardous substances or located in war zones. VR simulations
can reduce financial expenditure to ensure the possibility for each student to
practice (as it can be resource-intensive in real-life situations), and it can make
the impossible possible from a technological point of view; VR simulations of
the human body allow one to enter various human organs or reproduce histor-
ical situations that are impossible to experience because of the time-lapse. VR
can support sustainability from different perspectives – for instance, as a tool for
preserving cultural, historical and natural heritage by preventing the damage
that can be inflicted by big masses of touristic flows. VR can also serve as a tool
for sustainability from the perspective of inclusive education by reducing some
of the barriers to education. It can also serve as a tool for knowledge transfer. In
this chapter, the authors will focus on the use of VR learning in cultural heri-
tage and offer an evaluation tool (rubric) for analyzing VR experiences from an
educational perspective. The objective of this research is to develop and test the
evaluation tool, not to evaluate all possible VR experiences, and the decision to
evaluate four experiences was based on Virzi (1992), who says that four experi-
ences are enough to test usability problems and that more subjects are less likely
to reveal new information. Such an evaluation tool can be used by educators to
enable them to select and use the most appropriate VR learning experiences
and be able to plan their pedagogical activities to enhance the learning experi-
ences of students and cover the learning gaps that can exist in VR experiences.
The proposed tool can also be useful for the developers of VR experiences who
are eager to make them engaging and useful for learning purposes, since the fas-
cination effect is usually short-term and students may switch their attention to
other activities that bring new fascination. The tool can also help museums
ensure that the VR experiences they provide serve as ladders for learning sup-
port. The proposed tool will make it possible to structure the VR experiences
offered for teaching cultural heritage, but it should be borne in mind that with
the rapid development of technology, which also affects the field of VR, this
tool can be refined, adapted and supplemented by other criteria. More about
the developed tool will be described in the methodology section, and the tool
itself can be found in Appendix 2.1.
VR cultural heritage experiences and possibilities
VR techniques are prevalent in diverse scientific fields, businesses, museums,
educational settings, art, medicine, military fields, etc. Many companies, like
Samsung and Sony, are putting VR onto their smartphones, making it
available for the general public. VR techniques require an interface
between hardware and software, goggles and gloves, and all of this works
together to create a new world to feel, touch, smell and see (Gerard,
2005). VR techniques include headsets, multi-projected environments and
physical environments to produce real-life images, sounds and other sensa-
tions (Zyda, 2005). VR extends the possibilities of discovery and explor-
ation (Regian, Shebilske, & Monk, 1992) and supports the sense of self;
the death of distance; the power of presence; the sense of space; the cap-
ability to co-create; the pervasiveness of practice; and the enrichment of
experience (Kapp & O’Driscoll, 2010).
Craig and colleagues define it as a medium composed of interactive com-
puter simulations that sense the participant’s position and actions, providing
synthetic feedback to one or more senses, giving the feeling of being
immersed or present in the simulation (Craig, Sherman, & Will, 2009).
Slater (2017) says that there are at least five reasons VR may contribute to
education: transforming the abstract into the concrete; doing rather than
only observing; the infeasible or impossible becoming practical; exploring
the manipulation of reality; and going beyond reality with a positive advan-
tage. VR experiences can serve as learning agents (Bickmore, Pfeifer, &
Schulman, 2011; Daniela & Strods, 2018) helping students find deeper
meaning in content while developing critical observation skills; they can be
transferred when students visit or otherwise study historically significant
locations in the physical world (Sweeney, Newbill, Ogle, & Terry, 2018).
Educational perspective on VR experiences 23
Other documents randomly have
different content
Few girls would have been so hard-hearted as to let such a
handsome young fellow as Jim die of grief, and Clara had no
intention of hastening his demise by excessive cruelty on her part.
So she assented, though with the proper degree of maidenly
hesitation, and they began merrily to map out plans for the coming
week.
Joe, seated with Mabel on one side and his mother on the other,
had also been enjoying himself hugely through the dinner, while
Reggie and Mr. Matson found plenty to talk about in discussing the
events of the day. The time passed all too swiftly and before they
knew it they had to begin preparations for the journey.
“Let’s look at the weather probabilities for to-morrow,” said Joe,
buying an evening paper at the newsstand as they passed through
the Grand Central Terminal.
“Um—cloudy and unsettled,” he read.
“That means that we’ll have to get busy and win in the first five
innings before the rain comes,” laughed Jim.
“It ought to be a good day to pitch Markwith,” returned Joe. “With
a cloudy day and that blinding speed of his they won’t be able to see
the ball.”
The two young athletes saw their party to their car, and after a
few moments of pleasant chat bade them good-night and repaired
to the Pullmans that had been reserved for the Giant team.
All were in a most jovial mood and filled with highest hopes for
the morrow. Joke and banter flew back and forth, until the watchful
McRae asserted the claims of discipline and sent them all to their
berths.
The next morning when they drew the curtains, they found that
the weather man’s prognostications had been correct. Dull, leaden-
colored clouds chased each other across the sky and a bleak wind
came from the east.
“Looks like soggy weather, sure enough,” commented Jim, as he
met Joe in the lavatory.
“It certainly does,” assented Joe. “Hope it holds off till after the
game. It may cut down the attendance.”
“No danger of that unless it rains cats and dogs,” rejoined Jim.
“Boston is the best baseball city in the country, and it’ll take more
than a few clouds or even a drizzle to keep the crowds away.”
They breakfasted in the dining car, and then Joe’s party adjourned
to the hotel where rooms had been reserved. There was not much
time for sight seeing, but they all had a pleasant little stroll on the
Common and in the wonderful Botanical Gardens, before their duties
called the young men away to the baseball grounds.
The weather still continued threatening, but as Jim had
prophesied, this did not affect the attendance. Boston was as wild
over the Series as New York, and long before noon Commonwealth
Avenue and Gaffney Street were packed with the oncoming throngs.
By the time the game started the enormous Braves Field was packed
to its utmost capacity.
Personally, McRae welcomed the overcast sky. It was a pitcher’s
day, a day that called for speed, and speed as everybody knew was
Markwith’s “long suit.”
“Smoke ’em over, Red,” was McRae’s admonition, when he told
Markwith he was slated to pitch. “If we can only put this game on
the right side of the ledger, the world’s flag is as good as won. Give
us a lead of two games and it will take the spine out of those birds.
They’ll never catch up.”
“I get you, Mac,” grinned the pitcher. “I’ll zip ’em over so fast
they’ll have to use glasses to see ’em.”
For four innings it looked as though his prophecy would be
fulfilled. His companions played like fiends behind him, and although
the Bostons got to him for three bingles, they were scattered ones,
and not a man got as far as third base.
“Looks as though Red had their goat, John,” Robson remarked to
McRae.
“He’s doing fine,” McRae returned, “and our boys seem to be
getting to Banks pretty freely.”
The Giants had, in fact, got a pretty good line on Banks, the port
flinger of the Red Sox, and had accumulated three runs, which, with
Markwith going as he was, seemed a very comfortable lead.
But the glorious uncertainty of the national game was
demonstrated in the next inning. The Giants had been disposed of in
their half with a goose egg, and the Red Sox came in to bat.
The first man up was given a base on balls. The next hit a sharp
bounder to Denton, who ought to have made an easy out either at
first or second, but he juggled the ball and both men were safe.
The error seemed to unnerve Markwith, and he gave another
pass, filling the bases.
“Get to him, boys!” screamed the Boston coacher on the side lines
near first base. “He’s got nothing on the ball but his glove and a
prayer.”
Walters, the slugging center fielder, caught the second ball pitched
right on the seam and sent it on a line between left and center for
the cleanest of home runs, clearing the bases and denting the
rubber himself for the fourth run. In jig time, the Red Sox had wiped
out the Giants’ advantage and taken the lead.
The crowd went wild and the “Tessie” song swelled up from the
stands.
McRae, with his brow like a thunder cloud, beckoned Red from the
box and called in Jim, who, as a matter of precaution but with little
idea of being called upon, had been warming up in a corner of the
grounds.
“It’s up to you, Barclay,” he said as he handed him the ball. “Let’s
see now what stuff you’re made of.”
Joe gave Jim an encouraging pat on the shoulder.
“Steady does it, old man,” he said. “They’re only one run ahead
and the bases are empty. Hold them down and our boys will hand
you enough runs to win out.”
It was a trying position for a young and comparatively new pitcher,
but Jim was a “comer” and had already proved in other games that
he had both skill and nerve.
“Knock this one out of the box, too,” came from the stands.
“Sew up the game right now!”
“Eat him up!”
“He’ll be easy!”
“Oh, you Red Sox!”
Jim wound up and shot one over for a strike.
“Easy, is he?” came back from the Giant supporters. “Just watch
that boy’s smoke.”
Another strike followed, and the stands sobered down a little.
“You’re out,” called the umpire, as a third strike split the plate.
Shouts of delight and encouragement came from the Giants’
bench, and McRae’s face lightened somewhat.
The next man went out on a high foul, and the inning ended when
Stock popped an easy fly to the box.
“Bully for you, old man!” came from his mates, as Jim walked in
from the mound.
“Knock out some runs now, you fellows,” admonished McRae.
“Barclay can’t do it all. And do it in a hurry, too. I don’t like the way
those clouds are coming up.”
The sky was blackening rapidly, and the wind, coming from the
east in strong gusts, told that a storm was on the way.
The Giants knew the need of haste, and they went at their work
fiercely. Larry started proceedings with a rattling two bagger. Denton
sacrificed him to third. Willis lined out a single, bringing in Larry and
reaching second himself a moment later on a passed ball. Becker
sent one to right that scored Willis and netted two bags for himself.
Iredell went out on an infield catch, but Mylert came to the rescue
with a sizzling hit that brought Becker to the plate amid frantic
shouts from the New York rooters.
Three runs had been scored and New York was again in the lead
by six to four. Two men were out. But now rain began to fall,
although at first it was only a drizzle, and McRae, frenzied with
anxiety, ordered Burkett to strike out.
Now, of course, it was the Bostons’ cue to delay the game. If they
could prevent the sixth inning from being fully played out before the
rain stopped proceedings, the score would revert to what it was at
the end of the fifth inning and Boston would be declared the winner.
They came in slowly from the field, stopping frequently to talk to
each other. Then when at last they were at their bench, the first
batter took unusual pains in selecting his bat. And all the time the
rain was falling more heavily.
McRae rushed at the umpire.
“Can’t you see what they’re doing?” he demanded. “Make them
play ball.”
The umpire turned sternly to the batter.
“Hurry up there,” he commanded. “None of your monkey tricks or
I’ll forfeit the game to the New Yorks.”
Thus adjured, the batter sauntered as slowly as he dared to the
plate.
Jim put over a strike.
“That wasn’t a strike,” argued the Boston captain. “It didn’t come
within six inches of the plate.”
“No argument,” snapped the umpire, who saw through the tactics.
“Go ahead there,” he called to Jim.
Jim put over two more. The batter did not even offer at them. He
had figured that with an occasional ball switched in it would take
more time to put him out on strikes than if he gave a fielder’s
chance. But there were no balls and he was declared out.
The second man crawled like a snail to the plate. It was pouring
now and the bleachers were black with umbrellas. The Giants were
fairly dancing up and down with impatience and apprehension.
Jim pitched like lightning, not waiting to wind up. But before he
could dispose of the batsmen, the heavens opened and the rain
came down in torrents.
THE HEAVENS OPENED AND THE RAIN CAME DOWN
IN TORRENTS.
Play was impossible. The umpire called the game and everybody
scurried for shelter.
Old Jupiter Pluvius had taken a hand in the game.
CHAPTER XIII
A GALLANT EFFORT
It is needless to paint the exasperation on the faces of McRae and
Robson and the rest of the Giant team, as they saw victory taken
from them just as they were tightening their grip upon it.
“Talk about luck,” growled McRae. “Those fellows have got
hogsheads of it.”
“Why couldn’t that rain have held off for ten minutes more?”
groaned the rotund Robson.
“It may let up even yet enough to let the game go on,” remarked
Larry, though without much conviction.
“Such a chance,” grunted Willis. “Why, you could take a swim at
second base already.”
There was, indeed, little hope of resuming the game, although in
accordance with the rules, if the rain ceased in half an hour and the
grounds were in condition for play, the umpires could call the teams
back to the field. But the rain was blinding, and to wait around any
longer was only a matter of form.
Joe and Jim had worked their way through the crowds to the box
in which their party sat. In the neat, gray, traveling uniforms that set
their athletic figures off to perfection, the girls thought they looked
handsomer than ever.
All gave them a hearty welcome and gladly made room for them.
It was, of course, only by a coincidence that Joe found himself next
to Mabel while Jim sat close to Clara.
“I’m so glad your side won, Joe,” said motherly Mrs. Matson,
beaming lovingly on her son and heir.
“But we didn’t, Momsey,” Joe laughed a little ruefully.
“Why, I kept count of the runs,” said his mother in surprise, “and
your side made six while the others had only four.”
“That’s right, but our last three don’t count,” explained Joe. “If we
could only have finished out this last inning, we’d have won. But it
wasn’t finished, and so the score went back to the end of the fifth
inning when the Bostons were ahead four to three.”
“I think that’s a shame!” exclaimed his mother, with as near an
approach to indignation as her kindly nature was capable of feeling.
“Those old Bostons were just horrid to try to delay the game that
way,” declared Clara.
“It wasn’t a bit sportsmanlike,” declared Mabel, warmly.
Joe favored Jim with a solemn wink. Both knew that the Giants
would have done precisely the same thing if positions had been
reversed. It was a legitimate enough part of the game if one could
“get away with it.”
“Yes,” assented Joe, keeping his face straight. “It didn’t seem
exactly the thing.”
“I don’t wonder Mr. McRae was angry,” said Mabel. “I’m sure he
wouldn’t have done a thing like that.”
Joe had a sudden choking fit.
“Well,” he said, “there’s no use crying over spilt milk. We ought to
have made those runs earlier in the game, that’s all.”
“I felt so sorry for poor Mr. Markwith,” said Mrs. Matson. “It must
have been very mortifying to have to give up before so many
people.”
“Poor Red,” said Joe. “It was too bad, especially when he got away
to such a splendid start. But every pitcher has to take his medicine
some time. Pitchers are very much like race horses. One day no one
can beat them and another day any one can beat them.”
“I think you did splendidly, Mr. Barclay,” said Clara, shyly.
“Oh, I didn’t have much to do,” said Jim. “Just the same,” he
added, dropping his voice a trifle, “I’d rather hear you say that than
any one else I know.”
The flush that made Clara look like a wild rose deepened in her
cheeks not only from the words but the quick look that accompanied
them.
“Don’t you think it might clear up yet?” she asked, changing the
subject.
Jim followed her gaze reluctantly. He had something better to look
at than the weather.
“The clouds do seem to be breaking away a little,” he assented.
“But the base paths are a sea of mud, and the outfield is a perfect
quagmire. There go the umpires now to look at it.”
Those dignitaries (there were four of them that officiated at each
game, one behind the plate, one at the bases and the two others at
the foul lines in right and left field, respectively) were, as a matter of
fact, solemnly stalking out on the field.
From the stands went up a thunderous roar: “Call the game! Call
the game!”
The Boston rooters were taking no chances and were perfectly
willing to go without further baseball that afternoon, now that their
favorites had the game won.
But their exhortations were unnecessary. Even McRae, clinging
desperately to the last chance, could not in justice to his common
sense urge that play should be continued. It was clearly impossible,
and would have degenerated into a farce that would have risked the
limbs of his athletes, to say nothing of the harm it would work to the
game.
So there was no protest when the game was formally and finally
declared off, and the disgruntled New Yorks gathered up their bats
and strode from the field.
“Never mind, boys,” comforted McRae. “We can beat the Red Sox
but we can’t beat them and the rain together. Better luck next time.”
“That listens good,” grumbled “Robbie,” who refused to be
consoled. “But now we’ve lost the jump on them and it’s all to be
done over again.”
“Well, we’re no worse off than they are, anyway,” returned the
Giant manager.
“If we could only pitch Matson every day, the Series would be a
cinch,” mused Robson.
“A copper-riveted cinch,” agreed McRae. “But I was mightily
encouraged at the way young Barclay mowed them down. The ball
didn’t look any bigger than a pea as it came over the plate.”
“He certainly had lots of stuff on the ball,” admitted Robson. “I
wonder if he can stand the gaff for a full game.”
“I don’t know whether he’s seasoned enough for that yet,” said
McRae, thoughtfully. “But it’ll stand a lot of thinking about. We’ll see
first though how Hughson’s feeling when we get back to New York.”
The return journey to New York was not by any means so joyful as
the trip out had been. Still, there was no discouragement in the
Giants’ camp. They had played good ball and with the lead they had
and the way Jim was pitching would probably have won if it had not
been for the rain. And on the theory that the good and bad luck of
the game usually struck an average, they felt that they were due to
have the break in their favor the next time.
As for Joe and Jim, although, of course, they shared the chagrin
of their mates, their cloud had plenty of silver lining. They had
played their own parts well so far in the Series, and had no painful
recollections to grow moody about. And then, too, were they not in
the company of the two girls whom they devoutly believed to be the
most charming in the world?
They made the most of that company in the quiet Sunday that
followed. Mr. and Mrs. Matson smilingly declined Reggie’s cordial
invitation, on the ground that they were feeling the need of rest
after the excitement. The young people bundled into the car and
they had a delightful ride through the woods of Westchester, whose
trees were putting on their autumn tints of scarlet and russet and
gold. A supper at the Claremont put the finish to a day in which the
blind god with his bow and arrows had been extremely busy, and the
drive home through the twilight was something none of them ever
forgot.
The next morning, Joe, scanning the paper, gave a delighted
exclamation.
“What’s the matter?” asked Jim, disturbed in a pleasing reverie
that had nothing to do with baseball.
“Matter enough,” returned Joe, handing him the paper. “Hughson’s
going to pitch. McRae must have fixed it up with him yesterday.”
“Gallant old scout!” cried Jim, his eyes kindling. “I was sure he’d
get into the scrap somewhere. The only way you could keep that old
war horse out of the World Series would be to hit him with an axe!”
CHAPTER XIV
MORE HARD LUCK
“Won’t this make Boston feel sore!” Baseball Joe exulted.
“You bet it will,” chuckled Jim. “That’s the one thing they were
banking on more than anything else. With Hughson out, they
thought we didn’t have a chance.”
“Let’s get through breakfast in a hurry and run up and see the old
boy,” cried Joe.
Jim needed no urging and they were soon in a taxicab and on
their way to Hughson’s home.
They were met at the door by Mrs. Hughson, who greeted them
with a pleasant smile and ushered them into the living room, where
they found the great pitcher stretched out at his ease and running
over the columns of the morning paper.
He jumped to his feet when he saw who his visitors were, and
there was a hearty interchange of handshakes.
“So Richard is himself again,” beamed Joe.
“Best news we’ve had in a dog’s age,” added Jim.
“Yes, I guess the old salary wing is on the job again,” laughed
Hughson.
“How’s it feeling?” asked Joe, eagerly.
“Fine as silk,” Hughson responded. “I’ve been trying it out
gradually, and I don’t see but what I can put them over as well as
ever I did. It hurts me a little on the high, fast ones, but everything
else I’ve got in stock seems to go as well as I could ask.”
“What does the doctor say about your pitching?” asked Jim.
“Oh, he’s dead set against it,” was the answer. “Tells me it isn’t
well yet by any means, and that it may go back on me any minute.
But you know how those doctors are. They always want to make a
sure thing of it. But McRae and I have been talking it over, and
we’ve concluded that in the present condition of things it might be
well to take a chance.”
“That head of yours is all right, anyway, you old fox,” laughed Joe.
“You’ve always pitched with that as much as with your arm. You’ll
outguess those fellows, even if you have to favor your arm a little.”
“We’ll hope so, anyway,” was the reply. “That was hard luck the
boys had in Boston on Saturday, wasn’t it? Pity we couldn’t have had
it played here that day. It didn’t rain a drop in New York.”
“We were surely up against it,” replied Joe. “But to-day’s another
day and we’ll hope it tells a different story.”
“By the way,” grinned Hughson, “an old friend of yours was up
here yesterday.”
“Is that so?” asked Joe. “Who was it?”
“‘Bugs’ Hartley.”
The two young men gave vent to an exclamation of surprise.
“He’s a great friend of mine,” said Joe, dryly. “He met me on the
street the other night and showed me that I was as popular with
him as a rattlesnake at a picnic party.”
“He certainly is sore at you,” Hughson laughed. “He started in to
pan you but I shut him up in a hurry. I told him that you’d always
done everything you could to help him, and I hinted to him that we
knew pretty well who drugged your coffee that day you pitched
against the Phillies. He swore, of course, that he didn’t do it.”
“I know that he did,” Joe replied. “But still I’ve never felt so sore
against poor old Bugs as I would have felt against any one else who
did such a thing, because I knew that he was a little queer in the
head. Even now I’d gladly do him a favor if I could. What did he
come here for?”
“He wanted to get on to Boston but didn’t have the price,”
answered Hughson. “He thought that if he could see Rawlings he
might get a chance with the Braves for next season. And he might,
at that. You know what Rawlings has done with a lot of cast-offs
from other teams, and if he could keep Bugs from kicking over the
traces he might get something out of him next year. You know as
well as I do what Bugs can do in the pitching line if he’ll only brace
up and cut out drink. So I coughed up enough to send him on and I
hope he’ll get another chance.”
“I hope so,” rejoined Joe, heartily. “There are mighty few teams
that can beat him when he’s right.”
“But keep your eyes open, Joe, just the same,” counseled
Hughson. “He’s holding a grudge against you in that old twisted
brain of his, and you’d be as safe with him as if you were on a
battlefield.”
“I guess he’s done his worst already,” Joe laughed carelessly.
They talked a few minutes longer, and then, as the rubber came in
to give Hughson’s arm its daily massage, they took their way
downtown.
The whole city was alive with excitement at the news that the
famous standby of the Giants was to be in the box that afternoon.
Yet mingled with this was an under current of anxiety. Was he in
shape to pitch? Would that mighty arm of his hold out, so soon after
his injury?
If wild and long-continued cheering could have won the game, it
would have been won right at the start when Hughson came out on
the field a little while before the gong sounded.
It was a tribute of which any man might have been proud. For
more than a dozen years he had been the mainstay of the team. His
record had never been approached in baseball history.
Year in and year out he had pitched his team to victory. Several
times they had won the pennant of the National League, and even
when they failed they had always been up among the contenders.
And more than to any single man, this had been due to Hughson’s
stout heart and mighty arm.
And the affection showered upon him was due not only to his
prowess as a twirler, but to his character as a man. He was a credit
to the game. The fines and discipline, so necessary in the case of
many brilliant players, had never been visited upon him. He had
steered clear of dissipation in any form. He was sportsmanlike and
generous. Players on opposing teams liked him, the umpires
respected him, his mates idolized him, and the great baseball public
hailed him with acclamations whenever he appeared on the field.
And to-day the applause was heartier than ever because of the
importance of the game and also in recognition of his gameness in
coming to the help of his team so soon after a serious accident.
“They’re all with you, Hughson,” smiled McRae, as the bronzed
pitcher lifted his cap in response to the cheers that rose from every
quarter of the field.
“They seem to be, John,” replied Hughson. “Let’s hope they won’t
be disappointed.”
As the game went on, it seemed as though the hopes of the
spectators were to be gratified.
The veteran pitched superbly for seven innings. His twirling was
up to the standard of his best games. He mowed the opposing
batsman down one after the other, and as inning after inning passed
with only two scratch hits as the Bostons’ total, it began to look as
though it would be a shutout for the visitors.
“They’ve got holes in their bats,” cried McRae, gleefully, as he
brought his hand down on Robson’s knee with a thump.
“It sure looks like it!” ejaculated Robbie. “But for the love of Mike,
John, go easy. That ham of yours weighs a hundred pounds.”
But the Boston pitcher, stirred up by the fact that he was pitted
against the great Hughson, was also “going great guns.” Larry and
Burkett had been the only Giants so far to solve his delivery. Each
had hammered out a brace of hits, but their comrades had been
unable to bring them in from the bags on which they were roosting.
“Get after him, boys,” raged McRae. “You’re hitting like a bunch
from the old ladies’ home. Split the game wide open.”
They promised vehemently to knock the cover off the ball, but the
Red Sox pitcher, Landers, was not a party to the bargain and he
obstinately refused to “crack.”
In the first half of the eighth, Cooper, of the Bostons, knocked up
an infield fly that either Larry or Denton could have got easily. But
they collided in running for it and the ball fell to the ground and
rolled out toward center. Iredell, who was backing up the play,
retrieved it, but in the mix-up, Cooper, by fast running, reached
second.
Though both men had been shaken up by the collision they were
not seriously injured, and after a few minutes play was resumed.
But in the strained condition of the players’ nerves, the accident
had to some degree unstrung them. So that when Berry chopped an
easy roller to Denton that the latter ordinarily would have “eaten
up,” he juggled it for a moment. Then, in his haste to make the put-
out at first, he threw wild and the ball went over Burkett’s head.
Before he could get it back, Cooper had scored and Berry was on
third.
The Boston rooters howled like wild men, and their hats went
sailing into the air.
Hughson, cool as an iceberg, brought his fadeaway into play and
whiffed the next man up. Then Hobbs rolled one to the left of the
box. Hughson made a great reach for it and got it, though he slipped
and fell as he did so. He snapped the ball, however, to Mylert,
nipping Berry at the plate.
Mylert returned the ball to Hughson who took his position in the
box and began to wind up. But almost instantly his hand dropped to
his side.
He tried again but fruitlessly.
McRae ran out to him in consternation.
CHAPTER XV
FLEMING TURNS UP AGAIN
“What’s the matter, Hughson?” McRae cried.
“The old arm won’t work,” replied the pitcher. “Guess I hurt it in
the same old place when I fell.”
His fellow players crowded around him, and the umpire, who had
called time, came up to ascertain the damage.
The club doctor also ran out from his seat in the stands near the
press box and made a hurried examination.
“You’ve strained those ligaments again,” he remarked, “and as far
as I can tell now one of them is broken. I told you that they weren’t
healed enough for you to pitch.”
McRae groaned in sympathy with Hughson and in dismay for
himself and his team. He had been congratulating himself that with
Hughson in the fine form he had showed that afternoon the world’s
pennant was as good as won.
“It’s too bad, old man,” he said to Hughson. “You never pitched
better. You were just burning them over.”
“I’m fearfully sorry,” Hughson answered. “I did want to be in the
thick of the fight with the rest of the boys. But I guess all I can do
from now on is to root for them.”
He took off his glove and walked over to the bench, amid a chorus
of commiserating shouts from the stands.
McRae beckoned to Joe.
“Jump in, Joe,” he directed briefly, “and hold them down. They’ve
only got one run. I’m depending on you to see that they don’t get
any more.”
Joe went into the box and tossed two or three to Mylert to get the
range of the plate. He had a greeting from the fans that warmed the
cockles of his heart.
There were two men out and Hobbs was dancing around first. Joe
saw out of the corner of his eye that he was taking too big a lead,
and snapped the ball like a bullet to Burkett. Hobbs tried desperately
to get back but was nipped by a foot.
Joe had finished putting out the side without pitching a ball.
“Some speed that,” came from the stands.
“I guess Matson’s slow.”
“We don’t have to pitch to beat you fellows,” piped a fan and the
crowd roared.
But nothing could hide the fact that the Red Sox were ahead.
McRae brought all his resources into play and sent two pinch hitters
to the plate. But though one of them, Browning, knocked out a
corking three-bagger, the inning ended without results.
In the ninth, Joe had no trouble in disposing of the men who
faced him. His slants and cross fire had them “buffaloed.” One went
out on a foul, another was an easy victim at first, and he put on the
finishing touch by striking the third man out.
McRae tore round among his men like an elephant on a rampage
as they came in for their half of the ninth. They, however, needed no
urging. They were as wild to win as he was himself, and they were
almost frantic as they saw victory slipping from them.
They did do something, but not enough. By the time two men
were out, there was a Giant on first and another on second. Larry,
the slugger of the team, was at the bat. He picked out a fast one
and sent it hurtling on a line to left. It looked like a sure hit, but
Stock, the shortstop, leaped high into the air and speared it with his
gloved hand, and the shout that had gone up from the stands ended
in a groan.
Three games of the Series had been played and the Red Sox had
won two of them!
It was a disgruntled band of athletes who went under the shower
in the Giant clubhouse that afternoon, and when Joe and Jim joined
their party at the Marlborough in the early evening, the air of
jubilation they had worn on the day of the first game was
conspicuous by its absence.
“If you had that band here you were talking about Friday, what do
you suppose they would play?” Joe asked of Mabel, after the first
greetings were over.
“They ought to play the ‘Dead March in Saul,’” Jim volunteered.
“Not a bit of it,” denied Mabel, cheerily.
“There’s a better day coming and dinna’ ye doubt it,
So just be canty wi’ thinking about it,”
she quoted, flashing a sunny smile at Joe that made him feel more
cheerful at once.
“It was too bad,” comforted Mrs. Matson. “But, anyway, Joe, it
wasn’t your fault,” she added, beaming fondly on her son.
“Call it misfortune then, Momsey,” Joe smiled back at her. “But it
surely was that. We lost the game, we lost it on our own grounds,
we were whitewashed, and worst of all Hughson is out for the rest
of the Series.”
“That’s enough for one day,” acquiesced Jim.
“Stop your grouching, you fellows,” admonished Reggie. “You’ll
have plenty of chances to even things up.”
“Oh, we’ll fight all the harder,” agreed Joe. “There isn’t a streak of
yellow in the whole Giant team. The boys will fight like wildcats and
never give up until the last man is out in the deciding game. We’re
looking for revenge to-morrow.”
“And maybe revenge won’t be sweet!” chimed in Jim.
“Who is going to pitch for your side to-morrow?” asked Mr.
Matson.
“McRae gave me a tip that I was to go in,” Joe answered.
“Then we might as well count the game as good as won,” declared
Mabel.
“That certainly sounds good,” laughed Joe. “But suppose I should
be batted out of the box? I wouldn’t dare show my diminished head
among you folks then.”
“We’re not worrying a bit about that,” put in Clara, looking proudly
at her idolized brother.
But the question was not to be settled on the morrow, for when
the day dawned in Boston the rain was falling steadily, and the
weather predictions were that the rain would continue for the
greater part of the day.
For once, at least, the much maligned weather prophet was right,
for at noon the rain had not abated, and, much to the disgust of the
expectant public, the game was declared off.
By the rules that had been made to cover such an event, the
teams were to stay in Boston until the first fair day should permit the
game to be played.
The different members of Joe’s party were rather widely scattered,
when the sun finally peeped out in the course of the afternoon.
Reggie had taken his sister out to a country club where he had a
number of acquaintances. Mrs. Matson and Clara were doing some
shopping in the Boston stores and Mr. Matson had gone out for a
stroll.
Joe and Jim had been downtown with the rest of the team having
a heart-to-heart talk with McRae and Robson about the strategy to
be adopted in the forthcoming games.
By four o’clock the sun was shining gloriously and the roads were
beginning to dry out. Just the day, Joe thought, to hire a runabout
just big enough for two and take Mabel out for a spin.
He conjectured that by the time he got the car and reached the
hotel Mabel would have returned from her trip with Reggie and be
ready for him.
“Come along, Jim, and help me to pick out the car,” he said.
They went to a neighboring garage and selected one which both
agreed was a good one.
“Jump in, Jim,” said Joe, “and I’ll give you a ride as far as the
hotel.”
They were bowling rapidly along, when an automobile passed
them, moving at a rate of speed that was almost reckless. Joe saw
that a man and a woman were the only occupants.
He glanced carelessly at the man and was startled when he saw
that it was Beckworth Fleming.
But he was still more startled when his eyes passed to the face of
Fleming’s companion.
It was Mabel!
Jim, too, was staring as though he could not believe his eyes.
For a moment Joe saw red and his blood boiled with rage. He
stopped the car and looked back.
Then his rage turned to alarm, for Mabel was looking back and
waving to him frantically, while her companion seemed to be trying
to draw her back.
She was in peril!
Instantly, Joe turned his car and tore away in pursuit.
New Perspectives On Virtual And Augmented Reality Finding New Ways To Teach In A Transformed Learning Environment Linda Daniela
CHAPTER XVI
A CAD’S PUNISHMENT
The hotel at which Mabel had been stopping with the rest of the
party was in a quiet residential section not far from the suburbs, and
Joe had almost reached it at the time of the encounter. There was
little traffic here to interfere with the chase, and in a few minutes
pursuer and pursued had cleared the outskirts and were in the open
country.
Joe caught a glimpse of Fleming looking back and saw that the
latter knew he was being followed, a knowledge which was followed
by a sudden quickening in the pace of Fleming’s car.
It was, evidently, a powerful machine, and despite Joe’s utmost
efforts the gap between the two cars kept constantly widening.
Joe had had a good deal of experience in handling automobiles
during his big league career, and was a cool and skilful driver. But
the utmost exertion of his skill could avail little when he had an
inferior car pitted against one which greatly exceeded it in horse
power.
His heart was in his mouth as he saw how recklessly Fleming was
speeding. His car seemed to be on two wheels only as he took the
curves in the road.
How Mabel came to be in that car was a question that could wait
for an answer till later. The only thing that mattered now was that
she was there with a man she dreaded and despised, and her
frenzied waving told Joe that she was in mortal fear and looked for
him to help her.
Jim sat perfectly still without saying a word. Nothing must distract
Joe for a second from that car and the view of the road ahead. He
knew what nerves of steel were back of the sinewy hand that
clutched the wheel. He had grasped the meaning of the chase, and
he shared with his friend the determination that the cad in the car
ahead should pay dearly for this escapade.
Suddenly Joe gave an exultant cry.
As they turned a curve, he saw that a railroad crossing lay ahead
and that the gates were down, while a long freight train was
lumbering leisurely by.
Fleming could not get past till the gates were raised, and by that
time Joe would be upon him.
There was no cross road between him and the track into which
Fleming’s car could escape. His enemy was trapped.
“You’ve got him, Joe!” exclaimed Jim, with a thrill of exultation in
his voice.
“Yes,” Joe gritted between his teeth. “I’ve got him.”
And his tone would not have reassured Beckworth Fleming.
Fleming’s car had halted and Fleming himself had jumped out and
run wildly to the gate, looking up the track to see if the train was
nearly by. He saw at a glance that it would not have passed before
Joe would be upon him.
From the other side of the car, Mabel had leaped as soon as it had
stopped. She came running back up the road, and Joe, who had
stopped, rushed forward and took her in his arms. She was sobbing
with fright and excitement, and Joe held her close as he tried to
soothe her.
Fleming saw that the game was up and promptly darted off into
the wood at the side of the road.
“After him, Jim!” cried Joe. “Don’t let him get away!”
Jim darted after the fugitive. Fleming put on all possible speed,
but he was no match for the seasoned athlete, and a moment later
Jim’s muscular hand had him by the collar.
“Let me go,” snarled the wretch, struggling desperately.
“Come along,” growled Jim, dragging him to the spot in the road
where Joe was comforting Mabel, who was gradually getting back
some of her self-control.
The tender look in Joe’s eyes was replaced by one of a different
character as he looked at the flushed, dissipated face of the man
who stood before him, still held by Jim.
“Now, Mr. Beckworth Fleming, I have an account to settle with
you.”
Fleming shrank back as far as Jim’s grip would let him before the
steely look in Joe’s eyes.
“Don’t be afraid,” said Joe, contemptuously. “I’m not going to
thrash you in the presence of a lady.”
Relief came into Fleming’s face.
“It was only a lark,” he began, but Joe cut him short.
“I don’t care for any explanations,” he said. “I want you to go
down on your knees in the road and beg Miss Varley’s pardon.”
Fleming looked around for some means of escape but found none.
His furtive glance at Mabel fell before the scorn in her eyes.
“I apologize,” he jerked out sullenly.
“Down on your knees, I said,” remarked Joe with dangerous
calmness.
Fleming hesitated before this last humiliation, but Jim’s knuckles in
his neck decided him.
“I beg your pardon,” he muttered, getting down on his knees and
scrambling again to his feet as hastily as possible.
“And now, Jim,” Joe continued, “if you’ll just take Mabel up the
road a little way around that curve, I’ll finish this little account with
Mr. Fleming.”
Fear sprang into Fleming’s eyes.
“You said you wouldn’t,” he began.
“I said I wouldn’t thrash you in the presence of a lady, and I’m
going to keep my word,” said Joe, imperturbably. “Please, Jim.”
He relinquished Mabel to his friend, and Jim assumed the
responsibility with a cheerful grin.
“Don’t hurt him, Joe,” Mabel urged, hesitatingly.
“I won’t kill him, Mabel,” Joe answered. “I only want to impress a
few things on his memory so firmly that he’ll never forget them.”
Jim gently urged Mabel out of sight beyond a curve two hundred
feet away.
When they had vanished, Joe turned to Fleming.
“Take off your coat,” he ordered curtly.
“What are you going to do?” asked Fleming, fearfully. “I warn you
that if you hit me——”
“Take off your coat,” repeated Joe, setting him the example.
As Fleming still hesitated, Joe reached over and slapped his face
lightly.
“You seem to need a stimulant to get you going,” he taunted.
Even a rat will fight when cornered, and Fleming, with an
exclamation of rage, threw off his coat and rushed furiously at Joe.
The latter met him with an uppercut that shook him from head to
foot. Then he sailed into Fleming and gave him a most thorough
thrashing. Nor did he let up until Fleming with a highly decorated
face lay helpless in the road, sobbing with shame and rage and
whining for mercy.
“I guess that’s enough for the present,” said Joe, who had not a
mark on him, as he resumed his coat. “You’d better get into that car
of yours and drive home before your eyes are entirely closed. And
remember that this isn’t a circumstance to what you’ll get if you ever
dare to speak to Miss Varley again.”
He turned his back upon the discomfited cad, and, jumping into
the runabout, drove around the curve where he rejoined Mabel and
Jim.
“Did you impress those things on his memory?” asked Jim with a
grin.
“I don’t think he’ll forget them in a hurry,” Joe laughed, though
rather grimly. “And this time, luckily, there was no policeman handy.”
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  • 6. New Perspectives on Virtual and Augmented Reality New Perspectives on Virtual and Augmented Reality discusses the possibilities of using virtual and augmented reality in the role of innovative pedagogy, where there is an urgent need to find ways to teach and support learning in a transformed learning environment. Technology creates opportunities to learn differently and presents challenges for education. Virtual reality solutions can be exciting, create interest in learning, make learning more accessible and make learning faster. This book analyses the capabilities of virtual, augmented and mixed reality by providing ideas on how to make learning more effective, how existing VR/AR solutions can be used as learning tools and how a learning process can be structured. The virtual reality (VR) solutions can be used successfully for educational purposes as their use can contribute to the construction of knowledge and the development of metacognitive processes. They also con- tribute to inclusive education by providing access to knowledge that would not otherwise be available. This book will be of great interest to academics, researchers and post- graduate students in the field of educational technology. Linda Daniela is Professor, Chair of the Council for PhD Defense in Education, Dean of the Faculty of Education, Psychology and Art at the University of Latvia in Riga, Latvia.
  • 7. Perspectives on Education in the Digital Age Series Editors: David Kergel and Birte Heidkamp The process of digitalization is leading to a fundamental social change affecting all spheres of social life. In the pedagogical field, there is a need for re-structuring key concepts such as learning, teaching and education that consider socio- economic and cultural changes. Perspectives on Education in the Digital Age explores the process of coming to terms with socio-economic and socio-cultural shifts arising from digitalization and discusses this process with reference to its effects on education. The series provides a forum for discussion of critical, integrative analyses of social trans- formations in the digital age, drawn from different fields such as the humanities, social sciences and economics. The aim of the series is to analyse the implica- tions of cultural change on education in the digital age by bringing together interdisciplinary dialogue and different theoretical approaches. The Hidden Curriculum of Online Learning Understanding Social Justice through Critical Pedagogy Murat Oztok Communication and Learning in an Age of Digital Transformation Edited by David Kergel, Birte Heidkamp, Ronald Arnett and Susan Mancino Pedagogies of Digital Learning in Higher Education Edited by Linda Daniela Epistemological Approaches to Digital Learning in Educational Contexts Edited by Linda Daniela New Perspectives on Virtual and Augmented Reality Finding New Ways to Teach in a Transformed Learning Environment Edited by Linda Daniela
  • 8. New Perspectives on Virtual and Augmented Reality Finding New Ways to Teach in a Transformed Learning Environment Edited by Linda Daniela
  • 9. First published 2020 by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN and by Routledge 52 Vanderbilt Avenue, New York, NY 10017 Routledge is an imprint of the Taylor & Francis Group, an informa business © 2020 selection and editorial matter, Linda Daniela; individual chapters, the contributors The right of Linda Daniela to be identified as the author of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging-in-Publication Data A catalog record has been requested for this book ISBN: 978-0-367-43211-9 (hbk) ISBN: 978-1-003-00187-4 (ebk) Typeset in Bembo by Integra Software Services Pvt. Ltd.
  • 10. Contents List of figures viii List of tables xi Preface: Why do we need new ways to teach? Virtual reality perspective xiii LINDA DANIELA List of contributors xvii PART I Virtual reality in humanities and social sciences 1 1 Virtual reality learning experience evaluation tool for instructional designers and educators 3 LANA FRANČESKA DREIMANE 2 The educational perspective on virtual reality experiences of cultural heritage 22 LINDA DANIELA AND YIPAER AIERKEN 3 The potentials of virtual reality in entrepreneurship education 38 MARKO OREL 4 Mixed Reality applied theatre at universities 49 JOSHUA A. FISHER 5 Development of professional skills in higher education: Problem-based learning supported by immersive worlds 64 E. FERNÁNDEZ-AHUMADA, J. MONTEJO-GÁMEZ, P. SÁNCHEZ-ZAMORA, M. BENLLOCH-GONZÁLEZ, L. ORTIZ-MEDINA, M. C. BEATO AND E. V. TAGUAS
  • 11. 6 Virtual reality and augmented reality in educational programs 82 TOMAS BLAZAUSKAS AND DAINA GUDONIENE 7 An exploration of the impact of augmented and Virtual Reality within compulsory education 95 OLI HOWSON PART II Concepts of virtual reality 111 8 Transcendent learning spaces 113 NEUS LORENZO GALÉS AND RAY GALLON 9 Enhancing trust in virtual reality systems 132 DAVIDE SALANITRI, GLYN LAWSON AND BRIAN WATERFIELD 10 Simulation data visualization using mixed reality with Microsoft HoloLensTM 147 MICHAEL SPITZER, MANFRED ROSENBERGER AND MARTIN EBNER 11 A+Ha!: Combining tactile interaction with augmented reality to transform secondary and tertiary STEM education 163 GREGORY QUINN AND FABIAN SCHNEIDER 12 The use of fuzzy angular models and 3D models on a construction method assessment on The Great Wall of China in Jinshanling as a case study of the history and heritage of civil engineering in education 182 JIN RONG YANG, FABIAN HADIPRIONO TAN AND ADRIAN HADIPRIONO TAN PART III Virtual reality in sciences and medical education 201 13 Virtual Reality for teaching clinical skills in medical education 203 CHARLES HAND, RAPHAEL OLAIYA AND MOHAMED ELMASRY 14 Virtual photoreality for safety education 211 HAI CHIEN PHAM, ANH-TUAN PHAM-HANG AND THI-THANH-MAI PHAM vi Contents
  • 12. 15 Encouraging immersion in the Soil Sciences through virtual conferences where ideas are shared among avatars to improve the educational background of young scientists 224 E.V. TAGUAS, E. FERNÁNDEZ-AHUMADA, L. ORTIZ-MEDINA, S. CASTILLO-CARRIÓN, M.C. BEATO, P. ALARCÓN RAMÍREZ, J.J. MARTÍNEZ MOLINA, C. PÉREZ MARTÍNEZ, M.C. DEL CAMPILLO, A.M. TARQUIS, J. MONTEJO-GÁMEZ AND J.E. GUERRERO-GINEL 16 Educational technologies in the area of ubiquitous historical computing in virtual reality 240 GIUSEPPE ABRAMI, ALEXANDER MEHLER, CHRISTIAN SPIEKERMANN, ATTILA KETT, SIMON LÖÖCK AND LUKAS SCHWARZ 17 Virtual and augmented reality applications for environmental science education and training 261 YUSUF SERMET AND IBRAHIM DEMIR 18 ViMeLa: An interactive educational environment for the mechatronics lab in virtual reality 276 TOOMAS TIKK, RAIN ERIC HAAMER, DOROTA KAMIŃSKA, ANNA FIRYCH-NOWACKA, SLAWOMIR WIAK, NAJMEH REZAEI, MARCIN LEFIK, GRZEGORZ ZWOLIŃSKI, TOMASZ SAPIŃSKI, GOGA CVETKOVSKI, LIDIJA PETKOVSKA, PAOLO DI BARBA, MARIA EVELINA MOGNASCHI, MIHAIL DIGALOVSKI, MAJA CELESKA AND GHOLAMREZA ANBARJAFARI Lessons learnt from virtual reality in education 287 LINDA DANIELA Index 293 Contents vii
  • 13. Figures 1.1 Instructional strategies for VR adopted from Kapp and O’Driscoll (2010). 6 1.2 Framework of the evaluation tool. 11 2.1 Results of the evaluation. 27 5.1 Samples of the material used and the result work of the students: layout, measurements and work units of the project of replacement of the pipeline and representation in the virtual world and works of technicians and companies available in the Moodle platform. 73 6.1 Methods for using VR and AR in education. 85 6.2 An example of the educational game based on VR. 88 6.3 Mental method of learning history based on AR. 89 6.4 A wreckage of the plane depicted in a game. 90 6.5 Real historical objects to drag and drop in a game. 91 8.1 Hybrid interactions in VR and AR involve higher-level regions of the socio-cognitive learning space. 117 9.1 Example of a car model displayed in the JLR CAVE. 136 9.2 Scatter-dot plot of the interaction between SUS and trust. 139 9.3 Scatter-dot plot of the interaction between technology acceptance and trust. 140 9.4 Scatter-dot plot of the relationship between ITC-SOPI and trust. 141 10.1 Pinned browser window above the test bed. 148 10.2 Learning approaches. 150 10.3 Test bed CAD. 153 10.4 VR mode of the test bed. 154 10.5 VR mode placed above the real-world test bed. 155 10.6 AR mode. 156 10.7 Information visualization with mixed reality. 156 11.1 State-of-the-art review of teaching aids for structural mechanics. 165 11.2 ‘Over-engineered’ and pre-set kits for individual learning objectives. 171
  • 14. 11.3 The physical components of the system are assembled to represent (e.g. structural) systems that are removably docked into a back panel-cum-projection surface. Here the user is iteratively exploring various ways to stabilise a frame. 174 11.4 A plethora of custom assemblies can be created by the user facilitating explorative design and problem solving. 175 11.5 A key innovation is that the physical components closely resemble their schematic symbols used in pedagogy. 175 11.6 Four different assemblies displaying four different layers of augmentation. 176 11.7 Left: The object bodies as defined by the digital twin correlate with the physical components. Right: the finite element discretisation of the digital twin is also replicated in the physical components. 177 11.8 The system facilitates pedagogically scripted learning objectives. 178 11.9 The hand-held wand ensures simple and deliberate interaction with the physical components; this is accurately replicable in the simulation. The wand is tracked via IR LED. 179 12.1 On-site photos of the Great Wall in Jinshanling. 186 12.2 Construction sequence of the towers. 188 12.3 Fuzzy angular model. 191 12.4 VR walkthrough of the towers in Unity. 196 13.1 PRISMA flow diagram showing number of records identified, screened and deemed eligible and the final number of papers included in the analysis. 206 14.1 Research methodology. 213 14.2 VP-based learning framework. 214 14.3 Photoreality prototype application. 214 14.4 Construction Hazard Investigation (CHI) and Construction Safety Performance (CSP) modules. 215 14.5 VP prototype development. 216 14.6 Evaluation scheme. 218 14.7 System evaluation. 219 14.8 Learning method evaluation. 220 15.1 Steps to prepare and interpret impact measurements (left) and questions included in Block B (right). 229 16.1 VAnnotatoR: Multimodal objects can be visualized, positioned and linked with each other in the virtual environment. 246 16.2 VAnnotatoR uses a database for representing and managing multimodal information units. It can use external tools to extend its functionality. 247 16.3 Processing of an external resource (URL) within a virtual browser. 251 Figures ix
  • 15. 16.4 To fulfil Requirement (B), a network component for the simultaneous communication and collaboration among users is needed. 251 16.5 A portal represents a hyperlink to an object within the virtual environment and displays a preview of it in a circle, which can be positioned anywhere in the virtual space. 254 16.6 VAnnotatoR enables the creation of virtual surfaces at any position in the virtual space. 255 17.1 System-level architecture for an immersive disaster management and education framework. 265 17.2 Screenshots from Flood Action VR game for Samsung Gear VR. 266 17.3 A snapshot of HoloFlood placed on a conference room table. 267 17.4 (a) Smartphone-based stream stage measurement (b) AR layers for visualizing nearby sensors on a smartphone. 269 17.5 A screenshot from the Android application to show AR overlays for power line inspection. 269 17.6 a) A snapshot of an educational hydrological simulation environment b) A screenshot of panoramic imagery augmented with realistic flood visualization. 270 18.1 Structure and key elements of mechatronics. 277 18.2 Factory hall created in ViMeLa project using VR. 278 18.3 Switched reluctance motor in VR environment. (a) Components of the motor parts in VR look. (b) Partly assembled motor. 279 18.4 An overview of the waste sorting scenario for the ViMeLa project. 281 18.5 Actuators on the conveyor line. (a) Capacitive sensor with adjustable parameters (b) Framework of the Evaluation tool Results of the evaluation. 285 x Figures
  • 16. Tables 1.1 Cross-analysis of the learning theories and approaches of the 20th and 21st centuries. 7 1.2 Relation to learning in VR. 9 1.3 First macro criterion ‘purpose’. 12 1.4 Second macro criterion ‘instructional strategy’. 13 1.5 Third macro criterion ‘VR learning experience design’. 14 1.6 Preliminary cross-analysis. 17 Annex 1 ‘Evaluation tool’ 17 4.1 Dayna Galloway’s interactions for interactive documentary. 54 4.2 Interaction domain summaries. 54 4.3 Classifications of mixed reality interactions paired with participatory performance methods. 55 5.1 Summary of the main aspects of the project. 68 5.2 Time planning and student groups for the activities carried out in the subject of Sociology and Forest Policy. 70 5.3 Time planning and student groups for the activities carried out in the subject of Engineering Projects. 72 5.4 Time planning and student groups for the activities carried out in the subject of Didactics of Numbers, Operations and Measurement. 74 5.5 Descriptive statistics associated with the degree of confi- dence and degree of success for the accomplishment of tasks in the subject of Sociology and Forest Policy. 77 5.6 Descriptive statistics associated with the degree of confi- dence for the accomplishment of tasks in the subject of Engineering Projects. 78 5.7 Descriptive statistics associated with the degree of confi- dence for the accomplishment of tasks in the subject of Didactics of Numbers, Operations and Measurements. 78 9.1 VR experience demographic data. 138 9.2 List of regression performed. 139
  • 17. 9.3 Coefficients of the regression with usability, technology acceptance and presence as independent variable and trust as a dependent variable. 141 10.1 Alternative learning support. 159 11.1 State-of-the-art review of teaching aids for structural mechanics. 166 12.1 Method 1 of the Great Wall in Jinshanling construction. 187 12.2 Second and third construction methods on the Great Wall in Jinshanling. 189 12.3 The likelihood of the first proposed construction sequence on the towers. 193 12.4 The likelihood of the first proposed construction sequence on the walls. 194 13.1 Studies found searching PubMed, Embase, ERIC, CINAHL, Web of science and Scopus using search terms: virtual “reality”, “education”, “teaching” and “simulation” and whether they demonstrated a difference between trad- itional teaching methods and VR. 207 13.2 User written feedback comments from a qualitative study conducted by Olaiya et al 2017. 207 14.1 Learning outcome results. 220 14.2 Paired samples test. 220 15.1 Summary of the work stages carried out to prepare the vir- tual conference. 226 15.2 Minimum requirements for users of Windows. 228 15.3 Participation data for the period 2015–2017. 230 15.4 Characterization of the participants for the period 2015– 2017 232 15.5 Survey about learning aspects and opinions of the impact of the session. 233 16.1 Overview of the projects and their fulfilment of the requirements defined in Section Virtual environments and historical education. 250 xii Tables
  • 18. Preface Why do we need new ways to teach? Virtual reality perspective Technological advances and the opportunities created by digitalization are transforming the educational environment by creating different types of transformations. Technology creates opportunities to learn differently and presents challenges for education, as it is necessary to ensure the acquisition of competencies that are essential in today’s world and to ensure that the fascination with technology does not take precedence over learning goals. Virtual reality solutions can be exciting, create interest in learning, make learning more accessible and make learning faster. In this volume, researchers have sought to analyse the capabilities of virtual, augmented and mixed reality by providing ideas on how to make learning more effective, how existing VR/AR solutions can be used as learning tools, and how a learning process can be structured. VR/AR and haptic solutions can provide opportunities to acquire knowledge and competencies that would otherwise be impossible or difficult to acquire. There are a number of reasons VR solutions can be used successfully for educational purposes: i) their use can contribute to the construction of knowledge and the development of metacognitive processes; ii) they may help to reduce barriers to otherwise inaccessible places, either because of changes in the historical period or because it is necessary to preserve historical and natural values from human influence; iii) they can help to ensure that abstract learning becomes concrete by helping to master complex concepts; iv) they can contribute to inclusive education by providing access to knowledge that would not otherwise be available; v) they can serve as facilitators of sustainable development by addressing virtual reality and vi) they can help to visualize things that are impossible in reality. These opportunities can and should be used to make learning more effective. The next steps educational researchers need to take are to analyse learning outcomes and offer specific learning strategies, as VR/ AR solutions also have educational shortages that can result from under- achievement, neglected skills and an inability to distinguish the real world from virtual reality. Researchers are currently looking at various ways to use VR/AR solutions in education to make the education process more efficient, modern and
  • 19. diverse. They are also looking for technical solutions that can make VR more accessible and technically and aesthetically pleasing. Organization of the book The present book consists of 18 chapters, in which the authors try to explain different approaches using VR and AR possibilities. Some of the authors analyse these possibilities from the perspective of knowledge gain; some take the perspective of the effectiveness of the learning process and others point out the need for changes to traditional learning and the necessity to change attitudes to VR. One chapter proposes ideas on how the learning process should be organized and its outcomes evaluated; another introduces a tool for how VR/AR solutions can be evaluated from the educational perspective. There are also ideas on how to organize a safer learning process and how to analyse historical events and historical achievements. A brief description of each of the chapters follows. Lana Frančeska Dreimane, in her chapter Virtual reality learning experi- ence evaluation tool for instructional designers and educators, presents a VR learning experience evaluation tool that highlights the pivotal aspects that should be considered by instructors and educators who wish to successfully design and/or apply VR learning experiences. Gregory Quinn and Fabian Schneider, in their chapter A+Ha!: combining tactile interaction with augmented reality to transform secondary and tertiary STEM education, claim that the effectiveness of, accessibility to and engagement in teaching and learning STEM subjects can be significantly improved by 1) making use of novel technologies that combine haptic inter- action with pedagogically strategic digital augmentation; 2) exploiting the benefits of the ‘haptic bond’ between visual and auditory stimuli; 3) the applica- tion of gamification techniques and 4) facilitating active learning and explorative design. Neus Lorenzo Galés and Ray Gallon, in Transcendent Learning Spaces, claim that the emerging technologies of augmented and virtual reality can be used to model daily life situations that learners have to face in the digital world. Transcendent learning spaces can be extremely powerful for a variety of learner populations, including, as the case studies show, populations at risk of exclusion or in educational crisis. Linda Daniela and Yipaer Aierken, in the chapter The educational per- spective on virtual reality experiences of cultural heritage, discuss the possibilities of VR experiences for educational purposes and propose an evaluation tool that was developed to evaluate VR applications from the educational perspective. The chapter How to enhance the trustworthiness of virtual reality sys- tems, by Davide Salanitri, Glyn Lawson and Brian Waterfield, describes a study to validate trust in a VR model, where usability, technology acceptance and xiv Preface
  • 20. presence are theorized to be the factors influencing trust. The results are a starting point for validating the model, which, when fully demonstrated, could shape the design of VR technologies to enhance users’ trust in the system and, consequently, improve the human-system interaction and the effectiveness of the technology. Joshua A. Fisher, in his chapter Applied theatre with mixed reality on university campuses, puts forward instructional concepts for the use of mixed reality (MR) as part of an applied theatre class on a university campus. Participatory performance tactics from Augusto Boal’s Theatre of the Oppressed, an applied theatre practice, are connected to MR’s interaction design patterns to develop a lesson plan. In the chapter Development of professional skills in higher education: Problem-based learning supported by immersive worlds, Elvira Fernán- dez-Ahumada and her co-authors provide results from developing professional competencies in the areas of engineering and mathematics teaching, using environments recreated in immersive worlds. Charles Hand, Raphael Olaiya and Mohamed Elmasry, in their chapter Virtual reality for teaching clinical skills in medical education, explore the application of VR in healthcare education and whether it is more effective than traditional methods of teaching clinical skills to medical students. Michael Spitzer, Manfred Rosenberger and Martin Ebner, in the chapter Simu- lation data visualization using mixed reality with Microsoft HoloLensTM , introduce the HoloLens app and a CAD/simulation workflow to visualize CAD models, sensors and the simulation data of a test run on an air conditioning system test bed. They implemented examples coloured the temperature or pressure changes of the test bed parts as MR overlays. The main purpose of the HoloLens app is to reduce the learning effort and time required to understand such simulations and test bed settings. In the chapter Towards a virtual photoreality for construction safety education, Hai Chien Pham, Anh-Tuan Pham-Hang and Thi-Thanh-Mai Pham propose an innovative Virtual Photoreality (VP)-based learning approach for improving construction safety education. A VP prototype is developed and validated, derived from case studies of accidents that often happen on real construction sites. Encarnación V. Taguas and her co-authors, in their chapter Encouraging immersion in the soil sciences through virtual conferences where ideas are shared among avatars to improve the educational back- ground of young scientists, present a teaching experience where an immersive virtual conference was set up to hold participative meetings on the soil sciences between senior researchers and young scientists. Giuseppe Abrami, Alexander Mehler, Christian Spiekermann, Attila Kett, Simon Lööck and Lukas Schwarz, in Educational technologies in the area of ubiquitous historical computing in virtual reality, explain the use of VAnnotatoR, which is a versatile framework for the creation and use of Preface xv
  • 21. virtual environments that serve to model historical processes in historical education. The chapter describes the building blocks of VAnnotatoR and describes its applications in historical education. Jin Rong Yang, Fabian Hadipriono Tan and Adrian Hadipriono Tan, in the chap- ter he use of fuzzy angular models and 3D models on a construction method assessment on the Great Wall of China in Jinshanling as a case study of the history and heritage of civil engineering in education, intro- duce three possible construction methods that were likely to have been imple- mented during the building of the walls and towers of the Jinshanling section of the Great Wall of China during the Ming Dynasty. Fuzzy angular models were selected and employed to determine the most likely and feasible construction methods and sequences. The results can be displayed in VR with or without the fuzzy logic methodology, which is suitable for teaching in primary, second- ary and/or university classroom settings. The chapter Virtual and augmented reality applications for environ- mental science education and training by Ibrahim Demir and Yusuf Sermet presents seven case studies to demonstrate the potential benefits of XR as an educational tool in the environmental sciences for K-12 and college-level stu- dents, as an exhibit for community outreach to increase awareness about environment and to present data resources in an engaging way, as a decision support system for environmental planning and disaster management and as a training platform for technical staff and first responders. Marko Orel, in The potentials of virtual reality in entrepreneurship education, explores the various possibilities of VR for entrepreneurship education that could provide future entrepreneurs with necessary skills and functional knowledge. In the chapter ViMeLa: Interactive educational environment for mechatronics lab in virtual reality, a blended-learning method using theory classes and VR as an experimentation tool is presented by Toomas Tikk and his co-authors The main objective is to create a virtual mechatronic laboratory for learning and teaching students in mechatronics. Tomas Blazauskas and Daina Gudoniene in Virtual reality and augmented reality in educational programs present the educational fields of VR and AR and discuss their implementation in educational programs by using different tech- nologies and practices related to medicine, sport, military science and history. Finally, Oli Howson, in his chapter An exploration of the impact of aug- mented and virtual reality within compulsory education, explores the uses of AR and VR in the education of those within the age range of 5 to 18. I am very grateful to all the authors for their efforts in the preparation of their chapters and for sharing their ideas. I hope that the book will contribute to the field and open up new lines of research, new ideas and new concepts. Professor Linda Daniela University of Latvia, Latvia xvi Preface
  • 22. Contributors Giuseppe Abrami is a scientific assistant in the Text Technology Lab (TTLab) at Goethe-University in Frankfurt. He is responsible for the various technological developments of the working group, and his research interests include the opportunities of collaborative virtual and augmented realities for the use of multicodal information and the creation of virtual annotation environments. Yipaer Aierken is a Design, Environment and the Arts (History, Theory and Criticism) Ph.D. student and teaching assistant at Arizona State Uni- versity supervised by professor Claudia Brown. Currently, she works on ethnicity and identity in Chinese art and artificial intelligence storytelling in virtual worlds. Her master’s thesis is titled Ethnicity and Identity in the Art of Giuseppe Castiglione. Yipaer Aierken’s previous research of includes visual reality in art history and museums applications, ancestor portraits in Chinese art, Japanese emaki, the art and culture of Sogdian and the Silk Road map. Purificación Alarcón Ramírez studied Architecture at the University of Seville and in the University of Rome La Sapienza, and earned the master’s degree Representation and Design in Engineering and Architecture in the Univer- sity of Córdoba. She has worked as an architect in Spain and Germany and has collaborated in research works at the universities of Cordoba and Sev- ille. Currently she works as a mathematics teacher. Gholamreza Anbarjafari is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Paolo Di Barba is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Maria Benlloch-González is an agricultural engineer at the Agronomy Department of the Higher School of Agricultural and Forestry Engineering
  • 23. (University of Cordoba). She belongs to a teaching group related to crop production and currently is immersed in the research of topics related to future scenarios associated to climate change. Tomas Blazauskas holds a doctoral degree in the Technological sciences, Informatics Engineering field. He is the head of Software Engineering Department at Kaunas University of Technology. His areas of interest include software engineering solutions, virtual reality technologies and applications. M.C. del Campillo - Agriculture engineer expert on bioavailability of crit- ical nutrients such as phosphorus, iron and zinc, in soils of the Mediterra- nean area and in the synthesis of new sustainable and economic fertilizers. M.C. is motivated by new technologies in teaching, especially those that promote creativity, imagination, curiosity, research and knowledge. María del Carmen Beato is forest engineer at the University of Cordoba. She earned a master’s degree in Representation and design in engineering and architecture at the University of Cordoba. She specialized in 3D design and is currently Councillor Delegate of Lucena City Council, Cordoba. Sebastián Castillo-Carrión has finished his studies in computer engineering developing a virtual reality platform. Since then, he is involved in diverse research projects, but most of all virtual worlds, specifically Opensim, designing and implementing scenarios for conferences, learning and teach- ing environments, among other areas. Maja Celeska is a team member of the ViMeLa project, which has been co- funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Goga Cvetkovski is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Linda Daniela is professor, Chair of the Council for PhD Defence in Edu- cation and Dean of the Faculty of Education, Psychology and Art at the University of Latvia. Her expertise spans Technology-enhanced learning, Smart Pedagogy, Smart Education, Educational technologies for learning, Educational robotics, etc. Professor Daniela is an author and co-author of more than 80 publications about processes in all dimensions of education. She has been involved in more than 30 research projects, editing books and journals on technological aspects in education. Ibrahim Demir is an assistant professor in the Civil and Environmental and Electrical and Computer Engineering departments at the University of Iowa. Dr. Demir’s research focuses on hydroinformatics, environmental xviii Contributors
  • 24. information systems, scientific visualization, big data analytics, intelligent systems and information communication. Mihail Digalovski is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Lana Frančeska Dreimane is a PhD candidate and a lecturer at the Univer- sity of Latvia. Her research expertise is educational applications of immersive technology for learning, spanning from immersive technologies for learning, to cognitive pedagogy, instructional design strategies, transversal competences and technology enhanced learning. She has authored several publications on the topic of immersive learning, and transversal competences and developed a Master’s course on educational applications of immersive technology for learning. Lana is also a member of the Immersive Learning Research Net- work (iLRN)’s State of XR and Immersive Learning Expert Panel. Martin Ebner is currently the head of the Department of Educational Tech- nology at Graz University of Technology and is therefore responsible for all university wide e-learning activities. He is an Adjunct Professor on media informatics (research area: educational technology) and works also at the Institute for Interactive Systems and Data Science as senior researcher. His research focuses strongly on seamless learning, learning analytics, open educational resources, maker education and computer science for children. Mohamed Elmasry is a general surgery registrar at Oxford University Hos- pitals, and a PhD student at the University of Liverpool. He has obtained his bachelor’s degree in medicine and surgery from Ain Shams University, Cairo, Egypt in 2008, and has started his surgical training in the UK in 2011. Mohamed’s area of interest is Hepato-Pancreato-Biliary (HPB) sur- gery, alongside general surgery and medical education. Mohamed’s research work focuses on liver regeneration after surgical resec- tion, and he has been the author and co-author of several published articles in peer-reviewed journals. Elvira Fernández-Ahumada is assistant professor in the Department of Mathematics of the University of Cordoba. Her main research deals with mathematical competence of pre-service teachers, problem solving and modelling in mathematics teaching, use of immersive virtual worlds for educational purposes and multivariate analyses of different types of data. Anna Firych-Nowacka is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Joshua A. Fisher, Ph.D. is an expert in participatory, community-focused platforms for XR storytelling and experiences. Fisher has published through Contributors xix
  • 25. a variety of conferences including ACM Multimedia, International Confer- ence on Interactive Digital Storytelling, Virtual Reality 4 Good, CHI-Play and IEEE VR. Currently, he is an Assistant Professor of Immersive Media at Columbia College Chicago. Ray Gallon is president and co-founder of the Transformation Society, which promotes digital transformation and organizational learning, and currently teaches at the universities of Barcelona and Strasbourg. He is co- chair of the Transformation and Information 4.0 Research and Develop- ment group of the World Federation of Associations for Teacher Education (WFATE). Earlier, Ray was an award-winning radio producer and was programme manager of New York's public radio station, WNYC-FM. Since 1992 Ray has focused on the convergence of communication, cul- ture, and technology, He is a speaker at conferences and events throughout the world, and has contributed to many books, journals and magazines. He currently serves as president of the Information 4.0 Consortium. Daina Gudoniene has a doctoral degree in the Technological sciences, Informatics Engineering field. Since 2010, she works on the Informatics faculty at the Kaunas University of Technology as a lecturer in the dis- tance study program. Areas of interest include learning object design and models for technologies enhanced learning, virtual reality and applications for education. José Emilio Guerrero-Ginel has Ph.D. in Agricultural Engineering and is a Full Professor at the University of Córdoba, Coordinator and teacher of several courses of initial and continuing training in Spain, Europe and Latin America on animal production, environment and rural development. He is also the author of more than 150 publications on topics related to animal production, environment and regional development, is responsible for R & D projects and supervises numerous masters and doctoral theses. Rain Eric Haamer is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Charles Hand is a neurosurgical trainee at Southmead Hospital in Bristol, UK. He has a background in academia and his interests include virtual reality for use in medical education and clinical neurosurgical research. He believes that virtual reality will have a large part to play in the future of medical education and will be especially relevant to surgical trainees. Oli Howson is an experienced teacher of Computer Science at Secondary, Post-16 and Higher Education levels. As a teacher, he believes that virtual reality has as much potential to improve educational provision as the BBC Micro did in the 1980s. xx Contributors
  • 26. Dorota Kamińska is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Attila Kett chose Computer Science as his second study at the Goethe- University Frankfurt after his music studies and will soon start his Computer Science Master. He is especially interested in virtual reality and the visualiza- tion of data. Glyn Lawson is a Chartered Ergonomist and Human Factors Specialist and has spent his career researching the human factors of virtual reality technolo- gies for applications such as health and safety training and vehicle design. Marcin Lefik is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Stra- tegic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Simon Lööck studied Computer Science at the Goethe University in Frankfurt am Main, Germany, from 2016 to 2019 where he wrote his bachelor’s thesis at the Text Technology Lab. For this thesis, he devel- oped the network capability and usability of the virtual reality application ‘StolperwegeVR’. Neus Lorenzo Galés is an Inspector of Education and cofounder of the Transformation Society, which promotes digital organizational learning. She is the former Subdirector General of Educational Transformation in Catalo- nia (Spain), and Co-Chair of the ‘Transformation Society and Information 4.0’ Research and Development Group of the World Federation of Associ- ations for Teacher Education (WFATE). She teaches at the Universitat Autònoma de Barcelona (UAB), is a member of the Information 4.0 Con- sortium and has been researcher and assessor for the Education Commission of the European Parliament, the Council of Europe, Pestalozzi Programmes, Erasmus +, etc. She is an international speaker and also presents webinars and online seminars. Juan José Martínez Molina is a Forest engineer at the University of Cor- doba; he earned a master’s degree in Representation and design in engineering and architecture in the University of Cordoba. He specialized in 3D design and calculation of structures and currently works calculating and designing metal structures in a company in Alicante, Spain. Alexander Mehler is a Professor of Computational Humanities/Text- technology at Goethe University Frankfurt where he heads the Text Technol- ogy Lab (TTLab). Alexander Mehler is a member of the executive committee of the Center for Digital Research in the Humanities, Social Sciences and Edu- cation Sciences (CEDIFOR). He is a founding member of the German Soci- ety for Network Research (DGNet). His research interests include quantitative Contributors xxi
  • 27. analysis, simulative synthesis and formal modelling of textual units in spoken and written communication. To this end, he investigates linguistic networks based on contemporary and historical languages (using models of language evo- lution). A current research interest concerns 4D text technologies based on VR, AR and Augmented Virtuality. Maria Evelina Mognaschi is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Jesús Montejo-Gámez is an Assistant Professor at the department of Math- ematical Education of the University of Granada, researcher of the Spanish Society of Research on Mathematics Education and a member of the Edu- cation Committee of the Spanish Royal Mathematical Society. He is focused on collaborative learning supported by ICT, mathematics teacher formation and mathematical modelling in problem solving. Raphael Olaiya is currently an acute and emergency medicine resident doctor at the Central London Deanery Hospitals and the director of the Lewisham and Greenwich Hospital's Health Data Science Group, a team that focuses on the research and application of machine learning to clinical medicine. He achieved his medical degree at University of Liverpool and his Masters of Data Science post-graduate degree at University College London. He has lead several UK based commercial and academic oriented health innovation implementation projects utilising virtual reality and machine learning. Raphael’s research and work focuses on translating state of the art emerging technologies towards improving healthcare. Marko Orel is an assistant professor at the University of Economics, Prague qualitative researcher specializing in the exploration of the changing nature of the global workplace and research of digital age that presents major new challenges to entrepreneurs. He is exploring projects and operational networks of influences, community engagement moderation and its inter-relational participation within flexible workspaces. Leovigilda Ortiz-Medina is an agronomist attached to the Unit of Pro- duction Systems Engineering, in the Higher School of Agricultural and Forestry Engineering (University of Cordoba). Since 2002, she has mainly worked in the management of post-graduate programs and in projects for the improvement of teaching quality, especially in the field of employ- ment and business creation. She is also involved in projects related to innovation in the agroforestry sector. Cristina Pérez Martínez is an architect and currently works as a secondary school teacher. She was born on 20 February 1988 in Jaén (Spain). In 2016 Cristina obtained two Masters: in Representation and Design in Engineering and Architecture and another in Teaching. After her degree in 2012, she worked as xxii Contributors
  • 28. an architect in numerous places (such as Antwerp in Belgium and in Valen- cia, Córdoba, Jaén and Madrid in Spain) until the year 2019, when she started working as a secondary teacher in the specialty of Mathematics. Lidija Petkovska is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Anh-Tuan Pham-Hang is currently a student of the School of Computer Science and Engineering at the International University, Vietnam. His research interests consist of virtual reality, augmented reality and photore- ality, focusing on computer-assisted pedagogical tools. Hai Chien Pham received his Ph.D. in Construction Engineering and Man- agement from Chung-Ang University, Seoul, South Korea. His research interests consist of Building Information Modeling (BIM), Virtual Reality, Augmented Reality, Photoreality and mobile computing, focusing on technology-enhanced application for construction education, training and management. He is currently the Head of the Department of Construction Engineering and Management (DCEM) of Faculty of Civil Engineering at Ton Duc Thang University, Vietnam. He has taught many construction management courses for undergraduate and graduate students and guided a large number of Ph.D. and master’s students. Furthermore, he has coordin- ated and participated in several research projects. Thi-Thanh-Mai Pham is currently a lecturer of Faculty of International Trade, College of Foreign Economic Relation, Vietnam. She has taught many international trade and business management courses for under- graduate and graduate students, as well as participated in several research projects. Her research interests focus on assessing the innovative pedagogy methods for improving learning outcome. Gregory Quinn: As course leader for Architectural Engineering at the Swinburne University of Technology, Gregory Quinn pursues innovation by navigating between the arts and sciences in all of his professional pur- suits. His research strengths lie in research through design, lightweight architecture, education and computation. Najmeh Rezaei is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Manfred Rosenberger holds a Bachelor of Education from Pädagogische Hochschule Steiermark and received his MSc in Software Engineering Leadership from campus02 in Graz in 2016. His work is focused on Requirements Engineering in research und software projects. Contributors xxiii
  • 29. Davide Salanitri achieved his Ph.D. in Human Factors at The University of Nottingham in 2018. Davide is a Human Factors researcher, a specialist in the study of Human Factors in Virtual Reality. Pedro Sánchez-Zamora (Córdoba, 1984) is Lecturer at the Department of Agricultural Economics, Sociology and Policy at ETSIAM-University of Cordoba (Spain). He was trained as agricultural engineer (2009) and has a Ph.D. in Rural Development (2014) from the University of Cordoba. His areas of expertise are focused on the study of territorial dynamics and territorial resilience in rural areas and the analysis and evaluation of Public Policies for rural areas. Tomasz Sapiński is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Fabian Schneider is a researcher and computational architect exploring the boundaries between practice, design and human interface. His research focus lies with multi-platform interfacing, computational design and visualisations. Lukas Schwarz has been studying Computer Science at the Goethe Univer- sity Frankfurt since 2014. His work as a student assistant at the Text Tech- nology Lab mainly consists of creating virtual 3D models of real-world buildings and assisting other students in creating these models. Yusuf Sermet is a Ph.D. candidate in the Department of Electrical and Computer Engineering at the University of Iowa, while working as a Graduate Research Assistant at the IIHR—Hydroscience & Engineering. His research focuses on next-generation environmental knowledge gener- ation and communication. Christian Spiekermann has been studying Computer Science at the Goethe University Frankfurt since 2014. There he has focused on computer graphics and mixed reality, especially in his position as student assistant at the TTLab. Michael Spitzer received his MSc in Information and Computer Engineer- ing from Graz University of Technology in 2015. As his master’s thesis, he implemented a collaborative sketch tool (Teamsketch) for iPads to train in collaborative work with primary school pupils. Since then he has focused his work on technology-enhanced learning (TEL). In 2016 he started the Ph.D. program at Graz University of Technology as a researcher in the field of technology-enhanced learning with augmented reality. Encarnación V. Taguas works as an Assistant Professor in the Department of Rural Engineering of the University of Cordoba. She is a Ph.D. Forest Engineer, and her specific fields are ‘Innovative teaching techniques in xxiv Contributors
  • 30. Geosciences and Engineering Projects’ and ‘Soil and Water Measurements, Modelling and Conservation in olive groves’. Adrian Hadipriono Tan is a Ph.D. alumnus of the Ohio State University. He has a B.S. in Computer Science and Engineering and an M.S. and Ph.D. in Civil Engineering. Adrian’s Ph.D. work was in civil engineering with a focus on computer graphics and virtual simulation in the construction industry. Fabian Hadipriono Tan has an M.S. in structural engineering, an M.E. in construction engineering and management and a Dr. Eng. in construction engineering and management from the University of California in Berke- ley. He has worked in the areas of construction of infrastructures and build- ings, failure assessment of buildings and bridges, construction accident investigations, forensic engineering, ancient buildings, ancient bridges and the ancient history of science and engineering for over 50 years. The tools Professor Tan uses for his research include fault tree analysis, fuzzy logic, artificial intelligence and virtual reality. Ana M. Tarquis has been teaching Mathematics at UPM under different graduate programs since 1991. In addition to classroom instruction, she is mentoring students on appropriate research topics at Master and PhD programs. Toomas Tikk is a team member of the ViMeLa project, which has been co- funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Brian Waterfield is a Specialist in Virtual Reality & High-end Visualisation Technical Lead, who has driven jaguar LandRover’s immersive development over the last 12 years. Slawomir Wiak is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Jin Rong Yang holds a B.S., M.S. and Ph.D. in Civil Engineering from The Ohio State University. He has worked as a graduate teaching associate for the Department of Engineering Education at the university, as well as a construction inspector for the City of Columbus. Dr. Yang is currently a civil engineer in the U.S. Army Aviation and Missile Command. Grzegorz Zwoliński is a team member of the ViMeLa project, which has been co-funded by the Erasmus+ Programme of the European Union (Strategic Partnership, ViMeLa, 2017-1-PL01-KA203-038675). Contributors xxv
  • 32. Part I Virtual reality in humanities and social sciences
  • 34. Chapter 1 Virtual reality learning experience evaluation tool for instructional designers and educators Lana Franc ̌ eska Dreimane Introduction Virtual reality (VR) has been used for learning since the 1970s for flight simulation and military training. VR has been applied to create learning experiences in various fields that require complex conceptualisation, drill- training (repetition, automation) and complex contextual problem-solving (individuals and teams). The emerging availability of low-cost, high fidelity VR environments opened new possibilities for direct learning that is both cost effective and scalable. For the past decade, VR has transformed human-computer interface and in fact humanised it much further than ever before. Immersive experiences – either reality or fantasy based, allow us to interact with content and other people in a way that previously could only have been possible in science fic- tion. New outlooks on the prevailing importance of learning environments and technology enhanced learning strategies led by the educational and immersive technology research community offered new terminology to advance the discussion on immersive learning. Thus, the new terms – three- dimensional (3-D) virtual learning environments (VLEs) (Dalgarno & Lee, 2010) and virtual immersive experiences (VIEs) (Kapp & O’Driscoll, 2010) allowed for new opportunities to further and more effectively structure the academic discourse on the educational potential and applications of VR technology. The field of VR research can be viewed in two main categories – tech- nical solutions and applications. This study discusses technical solutions in context, but the focus of the research will be on applications, specifically VR applications for learning purposes. There is a significant body of research available on technical solutions and limitations of VR technology; however, in 2020 it is still very challenging for educators and instructional designers to find and navigate the guidelines on how VR learning experiences should be designed in order to ensure that learning objectives will be achieved. Thus, a major problem of VR learning research today seems to be the lack of understanding of the general principles that govern the process and how
  • 35. they are interconnected with the existing knowledge about learning, instruc- tional strategies and curricula. With the explosive development in the field of VR learning, there is a need for systematisation of pedagogical principles that govern and facilitate learning in VR. This chapter presents a VR learning experience evaluation tool consisting of 3 macro-level criteria, 21 mezzo-level criteria and 90 sub-criteria that will highlight pivotal aspects that should be considered by instructors and educators who wish to successfully design and/ or apply VR learning experiences. As Ron Burns concluded in the Foreword for Learning in 3-D: Adding a New Dimension to Enterprise Learning and Collaboration (Burns in Kapp & O’Driscoll, 2010): ‘Now learning in context will become the most empower- ing component for learning and collaboration or humans and the human computer interface will be more naturalistic’ (p. xi). Today, with emergence of virtual learning environments, we have the opportunity to go beyond con- tent, beyond hierarchies and set environments – classrooms or desktops – and focus on the context of learning. Contrary to the general belief that VR has changed or will completely change the way we interact, entertain and learn, the author of this article argues that VR in fact offers a possibility to create more natural extensions to existing modes of interaction, entertainment and learning. This conviction also relates to the application and effectiveness of the existing approved instructional models (Bloom’s, SOLO, ADDIE, Gagne’s, 4C ID model) in the VR environment. Furthermore, this view is shared by Oral Roberts University’s (a world pioneer in the use of VR in university programmes) vice president of technology and innovation, Michael Mathews (2017). The main benefit of introducing VR into the learning process is that there is no need to change the learning objectives and strategies; VR rather aids in achieving these objectives and amplifies (deepens) the residue and speeds up the learning process. VR has already shown great potential; nevertheless, it is very new technology and there is much more to be understood and studied on how to use it effect- ively and further incorporate VR technology into our daily lives in order to harness the unique opportunities. Several authors argue that the success of VR learning relies on the quality of the chosen visualisation and interaction mode (Bryson, 1995; Erickson, 1993). The VR technology industry is exceedingly competitive and has developed with remarkable speed; nevertheless, today’s VR technologies bear several significant technical limitations, including, for some users, cybersickness or simulation sickness. Also called VR sickness, it occurs when exposure to a virtual environment causes symptoms that are similar to those of motion sickness (Kolasinski, 1995; LaViola, 2000). Other issues include the quality of lenses (including the lack of comfortable and affordable optometric solutions for VR headsets, eliminating the need to wear glasses/ lenses beneath the headset), as well as increasing need to improve the resolution and display quality and improvements in terms of latency (response) including spatial queues and haptic responses. 4 Lana Franč eska Dreimane
  • 36. Why do we need an evaluation tool for VR learning experiences? Since the advent of computer technologies, various research has raised the question of whether and how technology can potentially enhance the learning process and outcomes and what value can be added to learners’ experiences. Unlike other terms, technology enhanced learning (TEL) implies a value judgement, as ‘enhanced’ suggests that something is improved or superior in some way. The proposed description itself suggests that enhancement should be understood as a value judgement meaning improved quality or added value. Thus, several academics (Chatti, Schroeder, & Jarke, 2012; Kapp & O’Driscoll, 2010; Kirkwood & Price, 2013) have raised questions such as what exactly can and should be, or in particular instances is, enhanced when technology is used for teaching and learning. How will the enhancement be achieved, and how can enhancement be determined, evaluated and monitored? Is enhancement concerned with increasing tech- nology use or improving the circumstances/environment in which educa- tional activities take place? Instructional strategies for learning approaches in VR Learning taxonomies and instructional design models present a most suitable platform for further discussion about the approaches learning in VR. A variety of field-specific (case-study) based inquiries draw on several field-specific prin- ciples (e.g. medical training, first-response teams, military, pilot, as well as navy training and engineering, manufacturing and sales); however, it is important to note that very little research is available on the general principles governing learning in VR. Chwen Jen Chen (2006) asserts that Although VR is recognized as an impressive learning tool, there are still many issues that need further investigation including, identifying the appropriate theories and models to guide its design and development, investigating how its attributes are able to support learning (…). (2006, p. 39) Her research resulted in insights to a feasible instructional design theoretical framework, as well as an instructional development framework for VR- based learning environments. Kapp & O’Driscoll (2010) combine technological knowledge with instruction and learning approaches and present a model to approach learn- ing in VR through a variety of components and levels. The model defines 7 Sensibilities; 9 Principles; 4 Macrostructures and 11 Learning Archetypes (Figure 1.1.). Evaluation tool for VR learning experiences 5
  • 37. CRITICAL INCIDENT OPERATIONAL APPLICATION OTHER CONCEPTUAL ORIENTEERING INSTRUCTIONAL STRATEGIES FOR VR Kapp, O’Driscoll, 2010 Examples Understanding of a key concept This concept can be taken beyond physical perception. You can give a learner an experience of what it is like to have a mental condition like schizophrenia or a physical impairment like blurred vision or sudden dizziness Teaching people how to: Plan and react to Conduct activities that are unexpected, infrequent or considered to be dangerous 1. 2. 3. Interaction and manipulation of objects for the purpose of gaining proficiency in functionality and performance Learners are challenged to apply physical world rules to objects in the virtual world 1.Avatar Persona 2.Role Play 3.Scavenger Hunt 4. 4. Guided Tour 5. Co-Creation 6. Small Group Work Figure 1.1 Instructional strategies for VR adopted from Kapp and O’Driscoll (2010) Author’s concept. Method The first step involved constructing VR learning ecosystem and typologies, which necessitated extensive literature analysis and practical case analysis. For the purposes of this research, VR learning archetypes and typologies defined by Kapp and O’Driscoll (2010) as well as the unique characteristics and affordances of VR learning environment proposed by Dalgarno and Lee (2010) were adopted. The second step consisted of drawing comparisons through cross-analysis of the established learning theories and approaches of the 20th and 21st century in order to establish aspects and attributes that are fully or partially applicable to the process of learning in VR (see Table 1.1). The following educational theories and approaches were analysed: Behaviourism, Cognitivism, Constructivism, Generative learning, Problem-based learning, Activity theory, Significant learn- ing, Constructionism, Connectivism, Situated learning, Experiential learning and Learning as a Network (LaaN) theory. Step 3 involved highlighting aspects of the VR learning ecosystem that fit with the key aspects of each of the pedagogic and instructional design theory frameworks Table 1.2 maps out some of the aspects of the VR learn- ing ecosystem that fit with the key facets of each of the learning frameworks set out in Table 1.1. Based on the literature analysis and extensive VR learning content testing, a qualitative data analysis tool for evaluating VR learning experiences was developed. The evaluation tool included 3 macro-criteria, 21 criteria and 90 sub-criteria. The full evaluation tool template can be found in Annex 1. 6 Lana Franč eska Dreimane
  • 38. Table 1.1 Cross-analysis of the learning theories and approaches of the 20th and 21st centuries. 20th century learning theories 21st century learning theories Theory/ approach Behaviourism Cognitivism Constructivism Connectivism TEACHING → LEARNING Theorists I. Pavlov, E. Thorndike, B.F. Skinner D. Merril, R. Gagne, J. Bruner L. Vygotsky, A. Bandura, J. Piaget, J. Dewey, S. Papert, M.C. Wittrock, L.D. Fink (significant learning), D.H. Jonassen Y. Engestrom, G. Siemens, S. Downes, J. Lave, D.A. Kolb, M.A. Chatti Related approaches/ theories Cognitive behaviourism Instructional theory Constructionism Generative learning approach; Problem- based learning (reflection, scaffolding); Significant learning – authentic experiential activity theory experiences + reflection, self-assessment Situated learning/ Experiential learn- ing, Active learning and learning-by- doing (such as role-play), scaf- folded, collaborative learning, Learning as a Network (LaaN) theory, actor-network theory, gamification Learner’s role Passive – reactive Reactive Active Proactive Main assumption correct instructional stimuli will elicit the desired learning outcomes, with an emphasis on practice and performance Focus on understanding of mental processes; mind as an information processor Student-centered view of the learner as an active participant in the learning process and the teacher as a facilitator; learning occurs as a result of active engagement or experience in a social context; importance of social context in which the learning occurs importance of interaction, knowledge and learning are today defined by connections; learning as a connection/ network-forming process; the half-life of knowledge is shrinking; learning consists of the ability to construct and traverse networks; understands learning as a socially (Continued )
  • 39. Table 1.1 (Cont.) 20th century learning theories 21st century learning theories Theory/ approach Behaviourism Cognitivism Constructivism Connectivism TEACHING → LEARNING communication and experience; assistance of a more capable peer, scaffolding constructed process where learners interact in pursuit of a shared goal; the connections that enable us to learn are more important than our current state of knowing. Knowledge net- works, fluidity, some learning environments with no spatial and time restrictions, collective value creation, exchange of knowledge and virtual co-construction Types of learning facilitated Task-based Reasoning, problem- solving Social, hands-on, contextual Creation of knowledge through connection creating, creating collective knowledge, leveraging internal and external knowledge networks How the learning environ- ment is viewed Design of learning environment as potential facilitator of learning Learning environment is constructed as a projection of internal mental processes (schema) Authenticity of learning environment Contextual learning Technology enhanced Learning environ- ment is fundamental and can be also viewed in multiple ways – internal, external, artefacts, groups of people, information, technology, activities, etc.
  • 40. Table 1.2 Relation to learning in VR. Aspects of VR learning ecosystem that fit with the key facets of each learning framework BEHAVIOURISM COGNITIVISM CONSTRUCTIVISM CONNECTIVISM 1. Stimuli are effective in controlling learning outcomes and learner behaviour – VR environment stimuli guide learner through experience and potentially impact one’s behaviour and values. 2. Focus on stimulation of learner’s attention through reinforcement – stimulation of learner’s attention is quintessential to VR learning. 3. Achieving learning outcomes by stimulating learner engagement through presenting the correct stimuli. 4. E. Thorndike, B.F. Skinner – (the law of effect, Operant conditioning) Selective reinforcement – positive/negative response in VR learning environment (or avatars) 1. Internalising knowledge con- struction – shift from teaching to learning. 2. Emphasis on knowledge deconstruction/architecture – cognitive processes, knowledge dimensions 3. Learning is a change in cogni- tive processes and knowledge dimensions 4. Importance of differentiating short-term and long-term memory 5. By applying the correct stimu- lus, the learner can be engaged in cognitive processes of dif- ferent complexity in order to facilitate learning 6. Replicating mental models when constructing a learning experience 1. Authentic experiential experi- ences – learning environment becomes paramount 2. Personal interpretation and knowledge representation 3. Learning in and from context 4. Reflection, self-assessment 5. Learning process is self- directed, experiment and dis- covery driven 6. Learning is facilitated and enabled by VR space 7. Online collaboration – VR artefacts (Vygotsky tools) 8. Prior knowledge – 9. Sense of self (Bandura) – avatar persona 10. sense of self-efficacy – engage- ment in VR learning through experimentation, engagement with other avatars, co- creation 11. Guidance (Vygotsky ZPD) 1. Collective intelligence 2. Enabling internal and external knowledge networks of a learner in order to facilitate new knowledge building or constructing new meaning to existing knowledge. 3. Shift of emphasis from know- ing to the ability to navigate through knowledge networks 4. Ability to incorporate and interpret new knowledge 5. Fluidity of self across the dif- ferent networks 6. Personal knowledge network 7. Internal and external know- ledge nodes 8. Networks of knowledge and applications (Continued )
  • 41. Table 1.2 (Cont.) Aspects of VR learning ecosystem that fit with the key facets of each learning framework BEHAVIOURISM COGNITIVISM CONSTRUCTIVISM CONNECTIVISM 5. E. Thorndike, B.F. Skinner – learner must play an active role in order to acquire knowledge 6. E. Thorndike, B.F. Skinner – learners learn by doing – trial and error – VR presents a safe and engaging space for prac- tical training. 7. Evaluation of behaviour to measure learning progress and objectives – VR learning pro- vides an opportunity to evalu- ate natural human interaction with artefacts and other humans; thus, it is possible to evaluate not only separate forms of behaviour (e.g. writ- ing, talking, movement), but also enable to evaluate whole- some behaviour aspects – decisions, reaction time, col- laboration, etc. 7. Organising new knowledge as ‘related’ to already existing 12. VR learning space and arte- facts within shape cultural conditions of learning 13. Play as a significant element of learning, which also ensures learner engagement 14. Importance of transfer and prior knowledge
  • 42. Three macro-criteria, 21-mezzo criteria and 90 sub-criteria The proposed VR experience evaluation tool was essentially developed to serve as a purposeful quality control or design development instrument that would inform instructional designers, educators, learners and VR content and technology professionals by providing a clear and multi-purpose framework that allows one to outline the alignment of the instructional, pedagogical and VR learning environment to ensure and strengthen the efficiency of the VR learning design and instructional strategies. These typologies were developed through analysis of 130 VR learning experience designs and then drawing similar characteristics of learning environments and strategies applied in VR, thus establishing broader types of VR learning experiences. The tool has been further developed through rigorous approbation and modifications for variant use. These types are based on the current technology and learning needs; nevertheless, this only means that these types will be evolving hand in hand with the develop- ment of VR technologies and the ever-evolving job-market appetite for knowledgeable and skilled professionals. A compact schema for the framework of the evaluation tool is provided in Figure 1.2. The first macro criterion is labelled ‘Purpose’, which includes 5 mezzo-level criteria (see Table 1.3.). PURPOSE 1) Type of Experience 2) Problem 3) Goal 4) Field (-s) of Science according to the OECD clasification 5) Solution VR LEARNING EXPERIENCE DESIGN 15) Chosen technologies 16) Tracking analytics 17) Type of VLE strategy 18) Role of VR space 19) Characteristics of VR learning environment utilised 20) Is instructor feedback availiable 21) Learning affordances of VR space INSTRUCTIONAL STRATEGY 6) The pedagogical perspectives that inform instruction 7) Learning Objective(s) 8) Chosen task design 9) Possible competition element involved 10) Learner’s role 11) Cognitive knowledge dimensions 12) Cognitive process dimension 13) Competences developed 14) Monitoring and assessment 2 3 1 Figure 1.2 Framework of the evaluation tool. Evaluation tool for VR learning experiences 11
  • 44. The second macro criterion proposes 9 mezzo-level ‘Instructional Strategy’ criteria (see Table 1.4.). The third macro criterion proposes 6 mezzo-level criteria for evaluating VR learning experience designs (see Table 1.5.). Table 1.4 Second macro criterion ‘instructional strategy’. Macro-criterion Criterion Sub-criteria 2. Instruc- tional Strategy 6) The pedagogical perspec- tives that inform instruction Single Multiple Mixed Behaviourism Cognitivism Constructivism Connectivism 7) Learning objective(s) Single Multiple 8) Chosen task design Sequential Interrelated 9) Possible competition element Individual Ranking Team Time-count score Adjustable Other 10) Learner’s role Passive explorer – learner absorbs the experience yet has no additional control over the environment in the speed or mode of interaction Re-active – learner is actively responding to and interacting with the learning environment Proactive – learner drives and controls the learning environment 11) Cognitive knowledge dimensions Factual Conceptual Procedural Meta-cognitive 12) Cognitive process dimension Remember Understand Apply Analyse Evaluate Create Knowledge Disciplinary knowledge (Continued ) Evaluation tool for VR learning experiences 13
  • 45. Table 1.4 (Cont.) Macro-criterion Criterion Sub-criteria 13) Compe- tences developed Interdisciplinary knowledge Practical knowledge Skills developed Cognitive and meta-cognitive skills Social and emotional Physical and practical skills Attitudes and values Attitudes and values 14) Monitoring and assessment Learner is assessed in real-time (wright or wrong signals, score, points, levels, number of errors, completion time, other real-time metrics) Learner is assessed after completing sev- eral sessions Self-assessment No assessment is incorporated into the experience Table 1.5 Third macro criterion ‘VR learning experience design’. Macro-criterion Criterion Sub-criteria 3. VR learn- ing experi- ence design 15) Chosen technologies High compatibility (numerous headsets devices/platforms) Low compatibility Web VR friendly VR/AR/MR mode 16) Tracking analytics (e.g. attention, eye movement, facial expres- sions, EEG, ECG, EMG, EDA) Engagement, interaction Eye tracking, viewpoint monitoring Sensory tracking (facial expres- sions, EEG, ECG, EMG, EDA) Haptic interaction 17) Type of VLE strategy Individual Group Adjustable (real-time; multi-user; synchronous) Avatar persona Role play (Continued )
  • 46. Conclusions and recommendations This chapter highlights a framework for ensuring an alignment between learn- ing goals (pedagogy), instructional strategy and affordances of VR technology. The VR learning experience evaluation tool aims to serve a ready-to-use and adaptable instrument for instructional designers, educators, VR technology developers and potentially learners. Perhaps the most notable contribution of Table 1.5 (Cont.) Macro-criterion Criterion Sub-criteria Scavenger hunt Guided tour Operational application Conceptual orienteering Critical incident Co-creation Small group work Group forums Social networking 18) Role of VR space (including arte- facts within the space) in achiev- ing learning objectives Primary significance – learning occurs from interaction with the space Important – not a primary driver of learning experience, yet important in conveying context- ual knowledge and cues Supportive/entertaining 19) Characteristics of VR learning environment utilised Representational fidelity Learner interaction Social fidelity (including social familiarity and social reality) Social presence Immediacy of discourse 20) Availability of instructor or feedback Yes No Statistical data (success rate, progress) Test 21) Learning affordances of VR space Spatial knowledge representation Experiential learning Engagement Contextual learning Collaborative learning Evaluation tool for VR learning experiences 15
  • 47. this study is in systematising already existent yet fragmented knowledge and developing practical recommendations, as well as defining the area for further considerations and research. First conclusion and recommendation VR learning experiences can be used for all cognitive processes and know- ledge dimensions; however, if we aim to utilise the specific and unique affordances of the virtual learning environment, the most beneficial choice of learning objectives for such experiences would be, in fact, a higher cogni- tive dimensions starting with remembering factual knowledge and moving all the way to creation of metacognitive knowledge. It is especially beneficial to utilise VR learning technology in order to develop students’ ability to create and engage in critical thinking and innov- ation, as VR learning experiences allow students to express and create com- plex metacognitive concepts, as well as perfect complex procedural knowledge including where procedural and cognitive processes fuse together. Second conclusion and recommendation It is important to note that the majority of the current research on learning in VR draws a connection with learning principles of constructivism, con- structionism and connectivism; however, it often disregards other learning frameworks such as behaviourism and cognitivism. For this reason, the author argues that all of the relevant learning facets highlighted in Table 1.1 should be taken into account when approaching learning in VR from the pedagogic perspective (Table 1.2), as the teachings of each of the learning frameworks discussed in Table 1.1 should be fully leveraged in order to better understand how learning takes place in relation to affordances of VR technology and user experience. However, the author stresses that numerous aspects are unique to the VR learning ecosystem and are not covered by the existing learning frameworks, such as those included in the third macro criterion ‘VR learning experience design’ (see Table 1.5). Thus, when attempting to define the most appropriate pedagogic theory outlook, the author argues, a mixed or fused outlook should be adapted. Third conclusion and recommendation In order to avoid creating ineffective VR learning content and wasting hours and resources, it is immensely important to ensure the effective use of VR technology. Thus, it is crucial to analyse and map out the characteristics of the strategically set learning objectives and the role of the VR learning environ- ment before undertaking the creation of VR learning content (including instructional design and 3D visual and multi-media content creation). 16 Lana Franč eska Dreimane
  • 48. The author proposes preliminary cross-analysis (see Table 1.6.) in order to ensure further effectiveness and successful alignment of all of the affordances involved in VR learning experience. Table 1.6 Preliminary cross-analysis. Criterion Sub-criteria Preliminary cross- analysis How the affordances of the VR environ- ment contribute to qualities of active, collaborative learning (Free form) Is (was) the learning strategy successful because of the affordances of 3D VLE? (Free form) VR user experience (What is the role of learner using the VLE?) (Free form) Does the learning experience clearly manifest the benefits of using VR as the learning mode Yes, the reasons for choosing VR as the learning mode are clear Reasons for choosing VR as the learning mode can be identified Reasons for choosing VR as the learning mode cannot be identified Annex 1 ‘Evaluation tool’ Macro- criterion Criterion Sub-criteria Title of the learning experience 1. Purpose Type of Experience 1) Type of Experience Activity Lesson Experience Interactive simulation Experience + activity Experience + lesson Immersive Virtual World 2) Problem Learning problem that has to be addressed 3) Goal Single Multiple/interdisciplinary Adjustable (Continued ) Evaluation tool for VR learning experiences 17
  • 49. Annex 1 (Cont.) Macro- criterion Criterion Sub-criteria Title of the learning experience 4) Field(-s) of Science according to the OECD classification 1. Natural Sciences 2. Engineering and Technology 3. Medical and Health Sciences 4. Agricultural Sciences 5. Social Sciences 6. Humanities Primary FOS Secondary FOS (interdisciplinary) 5) Solution 2. Instruc- tional strategy 6) The pedagogical perspectives that inform instruction Single Multiple Mixed Behaviourism Cognitivism Constructivism Connectivism 7) Learning objective(s) Single Multiple 8) Chosen task design Sequential Interrelated 9) Possible competition elem- ent involved Individual Team RankingScore Time count Adjustable Other 10) Learner’s role Passive explorer – learner absorbs the experience yet has no additional control over the environment in the speed or mode of interaction Re-active – learner is actively responding and interacting with the learn- ing environment Proactive – learner drives and controls the learning environment (Continued )
  • 50. Annex 1 (Cont.) Macro- criterion Criterion Sub-criteria Title of the learning experience 11) Cognitive knowledge dimensions Factual Conceptual Procedural Meta-cognitive 12) Cognitive process dimension Remember Understand Apply Analyse Evaluate Create 13) Competences developed Knowledge Disciplinary knowledge Interdisciplinary knowledge Practical knowledge Skills developed Cognitive and meta- cognitive Social and emotional Physical and practical Attitudes and values Attitudes and values 14) Monitoring and assessment Learner is assessed in real time (right or wrong sig- nals, score, points, levels, number of errors, comple- tion time, other real-time metrics) Learner is assessed after completing several sessions Self-assessment 3. VR learning experience design 15) Chosen technologies High compatibility (numer- ous headsets devices/ platforms) Low compatibility Web VR friendly VR/AR/MR mode 16) Tracking analytics (e.g. attention, eye movement, facial expressions, EEG, ECG, EMG, EDA) Engagement, interaction Eye tracking, viewpoint monitoring Sensory tracking (facial expressions, EEG, ECG, EMG, EDA) Haptic interaction 17) Type of VLE strategy Individual Group (Continued )
  • 51. Annex 1 (Cont.) Macro- criterion Criterion Sub-criteria Title of the learning experience Adjustable Real time Multi user Synchronous Avatar persona Role play Scavenger hunt Guided tour Operational application Conceptual orienteering Critical incident Co-creation Small group work Group forums Social networking 18) Role of VR space (including artefacts within the space) in achieving learning objectives Primary significance – learning occurs from inter- action with the space Important – not a primary driver of learning experi- ence, yet important in con- veying contextual knowledge and cues Supportive/entertaining 19) Characteristics of VR learn- ing environment utilised Representational fidelity Learner interaction Social fidelity (including social familiarity and social reality) Social presence Immediacy of discourse 20) Availability of instructor or feedback Yes No Statistical data (success rate, progress) Test 21) Learning affordances of VR space Spatial knowledge representation Experiential learning Engagement Contextual learning Collaborative learning
  • 52. References Bryson, S. (1995). Approaches to the successful design and implementation of VR applications. in R. A. Earnshaw, J. A. Vince, H. Jones, eds. Virtual Reality Applica- tions. London: Academic Press Limited. p. 328. Chatti, M. A., Schroeder, U., & Jarke, M. (2012). LaaN: Convergence of knowledge management and technology-enhanced learning. IEEE Transactions on Learning Tech- nologies, 5, 177–189. Chen, C. J. (2006). The design, development and evaluation of a virtual reality based learning environment. Australasian Journal of Educational Technology, 22(1), 39–63. Retrieved from https://ajet.org.au/index.php/AJET/article/download/1306/678 Dalgarno, B., & Lee, M. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41, 10–32. doi:10.1111/ j.1467-8535.2009.01038.x Erickson, T. (1993). Artificial realities as data visualization environments: Problems and prospects. In A. Wexelblat (Ed.), Virtual reality – Applications and explorations. London: Academic Press. p. 3–22. Kapp, K. M., & O’Driscoll, T. (2010). Learning in 3-D: Adding a new dimension to enter- prise learning and collaboration. San Francisco, CA: Pfeiffer. Kirkwood, A., & Price, L. (2013). Technology-enhanced learning and teaching in higher education: What is ‘enhanced’ and how do we know? A critical literature review. Learning, Media and Technology, 39(1), 6–36. doi:10.1080/17439884.2013.770404 Retrieved from www.tandfonline.com/doi/full/10.1080/17439884.2013.770404? scroll=top&needAccess=true Kolasinski, E. M. (1995). Simulator sickness in virtual environments (ARI 1027). U.S. Army Research Institute for the Behavioral and Social Sciences, Retrieved from www.dtic. mil/dtic/tr/fulltext/u2/a295861.pdf LaViola, J. J., Jr. (2000). A discussion of cybersickness in virtual environments. ACM SIGCHI. Mathews, M. (2017). “Full Bloom with Mixed Reality”. Published in Talentquest. Retrieved August 2018: http://www.talentquest.com/full-bloom-with-mixed-real ity/ .Bulletin, 32, 47–56. doi:10.1145/333329.333344 Evaluation tool for VR learning experiences 21
  • 53. Chapter 2 The educational perspective on virtual reality experiences of cultural heritage Linda Daniela and Yipaer Aierken Introduction Learning from personal experience is widely accepted as a powerful tool to con- struct knowledge, to develop a deeper understanding of different concepts, and to develop new competencies, and Virtual Reality (VR) and Augmented Real- ity (AR) can support such learning by providing tools to widen possibilities (hereafter, the authors will use the generic term VR for AR as well, as it is a sub-branch of VR). The use of VR, including in the educational environ- ment, has been growing rapidly in recent years, but as Fowler (2015) has pointed out, in most cases, the technological perspective is at the forefront. Cur- rently, VR solutions are offered in a wide variety of applications where VR simulations can be used to master skills and develop competencies needed for specific purposes, the development of which can be dangerous in real situations if dealing with hazardous substances or located in war zones. VR simulations can reduce financial expenditure to ensure the possibility for each student to practice (as it can be resource-intensive in real-life situations), and it can make the impossible possible from a technological point of view; VR simulations of the human body allow one to enter various human organs or reproduce histor- ical situations that are impossible to experience because of the time-lapse. VR can support sustainability from different perspectives – for instance, as a tool for preserving cultural, historical and natural heritage by preventing the damage that can be inflicted by big masses of touristic flows. VR can also serve as a tool for sustainability from the perspective of inclusive education by reducing some of the barriers to education. It can also serve as a tool for knowledge transfer. In this chapter, the authors will focus on the use of VR learning in cultural heri- tage and offer an evaluation tool (rubric) for analyzing VR experiences from an educational perspective. The objective of this research is to develop and test the evaluation tool, not to evaluate all possible VR experiences, and the decision to evaluate four experiences was based on Virzi (1992), who says that four experi- ences are enough to test usability problems and that more subjects are less likely to reveal new information. Such an evaluation tool can be used by educators to enable them to select and use the most appropriate VR learning experiences
  • 54. and be able to plan their pedagogical activities to enhance the learning experi- ences of students and cover the learning gaps that can exist in VR experiences. The proposed tool can also be useful for the developers of VR experiences who are eager to make them engaging and useful for learning purposes, since the fas- cination effect is usually short-term and students may switch their attention to other activities that bring new fascination. The tool can also help museums ensure that the VR experiences they provide serve as ladders for learning sup- port. The proposed tool will make it possible to structure the VR experiences offered for teaching cultural heritage, but it should be borne in mind that with the rapid development of technology, which also affects the field of VR, this tool can be refined, adapted and supplemented by other criteria. More about the developed tool will be described in the methodology section, and the tool itself can be found in Appendix 2.1. VR cultural heritage experiences and possibilities VR techniques are prevalent in diverse scientific fields, businesses, museums, educational settings, art, medicine, military fields, etc. Many companies, like Samsung and Sony, are putting VR onto their smartphones, making it available for the general public. VR techniques require an interface between hardware and software, goggles and gloves, and all of this works together to create a new world to feel, touch, smell and see (Gerard, 2005). VR techniques include headsets, multi-projected environments and physical environments to produce real-life images, sounds and other sensa- tions (Zyda, 2005). VR extends the possibilities of discovery and explor- ation (Regian, Shebilske, & Monk, 1992) and supports the sense of self; the death of distance; the power of presence; the sense of space; the cap- ability to co-create; the pervasiveness of practice; and the enrichment of experience (Kapp & O’Driscoll, 2010). Craig and colleagues define it as a medium composed of interactive com- puter simulations that sense the participant’s position and actions, providing synthetic feedback to one or more senses, giving the feeling of being immersed or present in the simulation (Craig, Sherman, & Will, 2009). Slater (2017) says that there are at least five reasons VR may contribute to education: transforming the abstract into the concrete; doing rather than only observing; the infeasible or impossible becoming practical; exploring the manipulation of reality; and going beyond reality with a positive advan- tage. VR experiences can serve as learning agents (Bickmore, Pfeifer, & Schulman, 2011; Daniela & Strods, 2018) helping students find deeper meaning in content while developing critical observation skills; they can be transferred when students visit or otherwise study historically significant locations in the physical world (Sweeney, Newbill, Ogle, & Terry, 2018). Educational perspective on VR experiences 23
  • 55. Other documents randomly have different content
  • 56. Few girls would have been so hard-hearted as to let such a handsome young fellow as Jim die of grief, and Clara had no intention of hastening his demise by excessive cruelty on her part. So she assented, though with the proper degree of maidenly hesitation, and they began merrily to map out plans for the coming week. Joe, seated with Mabel on one side and his mother on the other, had also been enjoying himself hugely through the dinner, while Reggie and Mr. Matson found plenty to talk about in discussing the events of the day. The time passed all too swiftly and before they knew it they had to begin preparations for the journey. “Let’s look at the weather probabilities for to-morrow,” said Joe, buying an evening paper at the newsstand as they passed through the Grand Central Terminal. “Um—cloudy and unsettled,” he read. “That means that we’ll have to get busy and win in the first five innings before the rain comes,” laughed Jim. “It ought to be a good day to pitch Markwith,” returned Joe. “With a cloudy day and that blinding speed of his they won’t be able to see the ball.” The two young athletes saw their party to their car, and after a few moments of pleasant chat bade them good-night and repaired to the Pullmans that had been reserved for the Giant team. All were in a most jovial mood and filled with highest hopes for the morrow. Joke and banter flew back and forth, until the watchful McRae asserted the claims of discipline and sent them all to their berths. The next morning when they drew the curtains, they found that the weather man’s prognostications had been correct. Dull, leaden- colored clouds chased each other across the sky and a bleak wind came from the east.
  • 57. “Looks like soggy weather, sure enough,” commented Jim, as he met Joe in the lavatory. “It certainly does,” assented Joe. “Hope it holds off till after the game. It may cut down the attendance.” “No danger of that unless it rains cats and dogs,” rejoined Jim. “Boston is the best baseball city in the country, and it’ll take more than a few clouds or even a drizzle to keep the crowds away.” They breakfasted in the dining car, and then Joe’s party adjourned to the hotel where rooms had been reserved. There was not much time for sight seeing, but they all had a pleasant little stroll on the Common and in the wonderful Botanical Gardens, before their duties called the young men away to the baseball grounds. The weather still continued threatening, but as Jim had prophesied, this did not affect the attendance. Boston was as wild over the Series as New York, and long before noon Commonwealth Avenue and Gaffney Street were packed with the oncoming throngs. By the time the game started the enormous Braves Field was packed to its utmost capacity. Personally, McRae welcomed the overcast sky. It was a pitcher’s day, a day that called for speed, and speed as everybody knew was Markwith’s “long suit.” “Smoke ’em over, Red,” was McRae’s admonition, when he told Markwith he was slated to pitch. “If we can only put this game on the right side of the ledger, the world’s flag is as good as won. Give us a lead of two games and it will take the spine out of those birds. They’ll never catch up.” “I get you, Mac,” grinned the pitcher. “I’ll zip ’em over so fast they’ll have to use glasses to see ’em.” For four innings it looked as though his prophecy would be fulfilled. His companions played like fiends behind him, and although the Bostons got to him for three bingles, they were scattered ones, and not a man got as far as third base.
  • 58. “Looks as though Red had their goat, John,” Robson remarked to McRae. “He’s doing fine,” McRae returned, “and our boys seem to be getting to Banks pretty freely.” The Giants had, in fact, got a pretty good line on Banks, the port flinger of the Red Sox, and had accumulated three runs, which, with Markwith going as he was, seemed a very comfortable lead. But the glorious uncertainty of the national game was demonstrated in the next inning. The Giants had been disposed of in their half with a goose egg, and the Red Sox came in to bat. The first man up was given a base on balls. The next hit a sharp bounder to Denton, who ought to have made an easy out either at first or second, but he juggled the ball and both men were safe. The error seemed to unnerve Markwith, and he gave another pass, filling the bases. “Get to him, boys!” screamed the Boston coacher on the side lines near first base. “He’s got nothing on the ball but his glove and a prayer.” Walters, the slugging center fielder, caught the second ball pitched right on the seam and sent it on a line between left and center for the cleanest of home runs, clearing the bases and denting the rubber himself for the fourth run. In jig time, the Red Sox had wiped out the Giants’ advantage and taken the lead. The crowd went wild and the “Tessie” song swelled up from the stands. McRae, with his brow like a thunder cloud, beckoned Red from the box and called in Jim, who, as a matter of precaution but with little idea of being called upon, had been warming up in a corner of the grounds. “It’s up to you, Barclay,” he said as he handed him the ball. “Let’s see now what stuff you’re made of.”
  • 59. Joe gave Jim an encouraging pat on the shoulder. “Steady does it, old man,” he said. “They’re only one run ahead and the bases are empty. Hold them down and our boys will hand you enough runs to win out.” It was a trying position for a young and comparatively new pitcher, but Jim was a “comer” and had already proved in other games that he had both skill and nerve. “Knock this one out of the box, too,” came from the stands. “Sew up the game right now!” “Eat him up!” “He’ll be easy!” “Oh, you Red Sox!” Jim wound up and shot one over for a strike. “Easy, is he?” came back from the Giant supporters. “Just watch that boy’s smoke.” Another strike followed, and the stands sobered down a little. “You’re out,” called the umpire, as a third strike split the plate. Shouts of delight and encouragement came from the Giants’ bench, and McRae’s face lightened somewhat. The next man went out on a high foul, and the inning ended when Stock popped an easy fly to the box. “Bully for you, old man!” came from his mates, as Jim walked in from the mound. “Knock out some runs now, you fellows,” admonished McRae. “Barclay can’t do it all. And do it in a hurry, too. I don’t like the way those clouds are coming up.” The sky was blackening rapidly, and the wind, coming from the east in strong gusts, told that a storm was on the way.
  • 60. The Giants knew the need of haste, and they went at their work fiercely. Larry started proceedings with a rattling two bagger. Denton sacrificed him to third. Willis lined out a single, bringing in Larry and reaching second himself a moment later on a passed ball. Becker sent one to right that scored Willis and netted two bags for himself. Iredell went out on an infield catch, but Mylert came to the rescue with a sizzling hit that brought Becker to the plate amid frantic shouts from the New York rooters. Three runs had been scored and New York was again in the lead by six to four. Two men were out. But now rain began to fall, although at first it was only a drizzle, and McRae, frenzied with anxiety, ordered Burkett to strike out. Now, of course, it was the Bostons’ cue to delay the game. If they could prevent the sixth inning from being fully played out before the rain stopped proceedings, the score would revert to what it was at the end of the fifth inning and Boston would be declared the winner. They came in slowly from the field, stopping frequently to talk to each other. Then when at last they were at their bench, the first batter took unusual pains in selecting his bat. And all the time the rain was falling more heavily. McRae rushed at the umpire. “Can’t you see what they’re doing?” he demanded. “Make them play ball.” The umpire turned sternly to the batter. “Hurry up there,” he commanded. “None of your monkey tricks or I’ll forfeit the game to the New Yorks.” Thus adjured, the batter sauntered as slowly as he dared to the plate. Jim put over a strike. “That wasn’t a strike,” argued the Boston captain. “It didn’t come within six inches of the plate.”
  • 61. “No argument,” snapped the umpire, who saw through the tactics. “Go ahead there,” he called to Jim. Jim put over two more. The batter did not even offer at them. He had figured that with an occasional ball switched in it would take more time to put him out on strikes than if he gave a fielder’s chance. But there were no balls and he was declared out. The second man crawled like a snail to the plate. It was pouring now and the bleachers were black with umbrellas. The Giants were fairly dancing up and down with impatience and apprehension. Jim pitched like lightning, not waiting to wind up. But before he could dispose of the batsmen, the heavens opened and the rain came down in torrents.
  • 62. THE HEAVENS OPENED AND THE RAIN CAME DOWN IN TORRENTS. Play was impossible. The umpire called the game and everybody scurried for shelter. Old Jupiter Pluvius had taken a hand in the game.
  • 63. CHAPTER XIII A GALLANT EFFORT It is needless to paint the exasperation on the faces of McRae and Robson and the rest of the Giant team, as they saw victory taken from them just as they were tightening their grip upon it. “Talk about luck,” growled McRae. “Those fellows have got hogsheads of it.” “Why couldn’t that rain have held off for ten minutes more?” groaned the rotund Robson. “It may let up even yet enough to let the game go on,” remarked Larry, though without much conviction. “Such a chance,” grunted Willis. “Why, you could take a swim at second base already.” There was, indeed, little hope of resuming the game, although in accordance with the rules, if the rain ceased in half an hour and the grounds were in condition for play, the umpires could call the teams back to the field. But the rain was blinding, and to wait around any longer was only a matter of form. Joe and Jim had worked their way through the crowds to the box in which their party sat. In the neat, gray, traveling uniforms that set their athletic figures off to perfection, the girls thought they looked handsomer than ever. All gave them a hearty welcome and gladly made room for them. It was, of course, only by a coincidence that Joe found himself next to Mabel while Jim sat close to Clara.
  • 64. “I’m so glad your side won, Joe,” said motherly Mrs. Matson, beaming lovingly on her son and heir. “But we didn’t, Momsey,” Joe laughed a little ruefully. “Why, I kept count of the runs,” said his mother in surprise, “and your side made six while the others had only four.” “That’s right, but our last three don’t count,” explained Joe. “If we could only have finished out this last inning, we’d have won. But it wasn’t finished, and so the score went back to the end of the fifth inning when the Bostons were ahead four to three.” “I think that’s a shame!” exclaimed his mother, with as near an approach to indignation as her kindly nature was capable of feeling. “Those old Bostons were just horrid to try to delay the game that way,” declared Clara. “It wasn’t a bit sportsmanlike,” declared Mabel, warmly. Joe favored Jim with a solemn wink. Both knew that the Giants would have done precisely the same thing if positions had been reversed. It was a legitimate enough part of the game if one could “get away with it.” “Yes,” assented Joe, keeping his face straight. “It didn’t seem exactly the thing.” “I don’t wonder Mr. McRae was angry,” said Mabel. “I’m sure he wouldn’t have done a thing like that.” Joe had a sudden choking fit. “Well,” he said, “there’s no use crying over spilt milk. We ought to have made those runs earlier in the game, that’s all.” “I felt so sorry for poor Mr. Markwith,” said Mrs. Matson. “It must have been very mortifying to have to give up before so many people.” “Poor Red,” said Joe. “It was too bad, especially when he got away to such a splendid start. But every pitcher has to take his medicine
  • 65. some time. Pitchers are very much like race horses. One day no one can beat them and another day any one can beat them.” “I think you did splendidly, Mr. Barclay,” said Clara, shyly. “Oh, I didn’t have much to do,” said Jim. “Just the same,” he added, dropping his voice a trifle, “I’d rather hear you say that than any one else I know.” The flush that made Clara look like a wild rose deepened in her cheeks not only from the words but the quick look that accompanied them. “Don’t you think it might clear up yet?” she asked, changing the subject. Jim followed her gaze reluctantly. He had something better to look at than the weather. “The clouds do seem to be breaking away a little,” he assented. “But the base paths are a sea of mud, and the outfield is a perfect quagmire. There go the umpires now to look at it.” Those dignitaries (there were four of them that officiated at each game, one behind the plate, one at the bases and the two others at the foul lines in right and left field, respectively) were, as a matter of fact, solemnly stalking out on the field. From the stands went up a thunderous roar: “Call the game! Call the game!” The Boston rooters were taking no chances and were perfectly willing to go without further baseball that afternoon, now that their favorites had the game won. But their exhortations were unnecessary. Even McRae, clinging desperately to the last chance, could not in justice to his common sense urge that play should be continued. It was clearly impossible, and would have degenerated into a farce that would have risked the limbs of his athletes, to say nothing of the harm it would work to the game.
  • 66. So there was no protest when the game was formally and finally declared off, and the disgruntled New Yorks gathered up their bats and strode from the field. “Never mind, boys,” comforted McRae. “We can beat the Red Sox but we can’t beat them and the rain together. Better luck next time.” “That listens good,” grumbled “Robbie,” who refused to be consoled. “But now we’ve lost the jump on them and it’s all to be done over again.” “Well, we’re no worse off than they are, anyway,” returned the Giant manager. “If we could only pitch Matson every day, the Series would be a cinch,” mused Robson. “A copper-riveted cinch,” agreed McRae. “But I was mightily encouraged at the way young Barclay mowed them down. The ball didn’t look any bigger than a pea as it came over the plate.” “He certainly had lots of stuff on the ball,” admitted Robson. “I wonder if he can stand the gaff for a full game.” “I don’t know whether he’s seasoned enough for that yet,” said McRae, thoughtfully. “But it’ll stand a lot of thinking about. We’ll see first though how Hughson’s feeling when we get back to New York.” The return journey to New York was not by any means so joyful as the trip out had been. Still, there was no discouragement in the Giants’ camp. They had played good ball and with the lead they had and the way Jim was pitching would probably have won if it had not been for the rain. And on the theory that the good and bad luck of the game usually struck an average, they felt that they were due to have the break in their favor the next time. As for Joe and Jim, although, of course, they shared the chagrin of their mates, their cloud had plenty of silver lining. They had played their own parts well so far in the Series, and had no painful recollections to grow moody about. And then, too, were they not in
  • 67. the company of the two girls whom they devoutly believed to be the most charming in the world? They made the most of that company in the quiet Sunday that followed. Mr. and Mrs. Matson smilingly declined Reggie’s cordial invitation, on the ground that they were feeling the need of rest after the excitement. The young people bundled into the car and they had a delightful ride through the woods of Westchester, whose trees were putting on their autumn tints of scarlet and russet and gold. A supper at the Claremont put the finish to a day in which the blind god with his bow and arrows had been extremely busy, and the drive home through the twilight was something none of them ever forgot. The next morning, Joe, scanning the paper, gave a delighted exclamation. “What’s the matter?” asked Jim, disturbed in a pleasing reverie that had nothing to do with baseball. “Matter enough,” returned Joe, handing him the paper. “Hughson’s going to pitch. McRae must have fixed it up with him yesterday.” “Gallant old scout!” cried Jim, his eyes kindling. “I was sure he’d get into the scrap somewhere. The only way you could keep that old war horse out of the World Series would be to hit him with an axe!”
  • 68. CHAPTER XIV MORE HARD LUCK “Won’t this make Boston feel sore!” Baseball Joe exulted. “You bet it will,” chuckled Jim. “That’s the one thing they were banking on more than anything else. With Hughson out, they thought we didn’t have a chance.” “Let’s get through breakfast in a hurry and run up and see the old boy,” cried Joe. Jim needed no urging and they were soon in a taxicab and on their way to Hughson’s home. They were met at the door by Mrs. Hughson, who greeted them with a pleasant smile and ushered them into the living room, where they found the great pitcher stretched out at his ease and running over the columns of the morning paper. He jumped to his feet when he saw who his visitors were, and there was a hearty interchange of handshakes. “So Richard is himself again,” beamed Joe. “Best news we’ve had in a dog’s age,” added Jim. “Yes, I guess the old salary wing is on the job again,” laughed Hughson. “How’s it feeling?” asked Joe, eagerly. “Fine as silk,” Hughson responded. “I’ve been trying it out gradually, and I don’t see but what I can put them over as well as ever I did. It hurts me a little on the high, fast ones, but everything else I’ve got in stock seems to go as well as I could ask.”
  • 69. “What does the doctor say about your pitching?” asked Jim. “Oh, he’s dead set against it,” was the answer. “Tells me it isn’t well yet by any means, and that it may go back on me any minute. But you know how those doctors are. They always want to make a sure thing of it. But McRae and I have been talking it over, and we’ve concluded that in the present condition of things it might be well to take a chance.” “That head of yours is all right, anyway, you old fox,” laughed Joe. “You’ve always pitched with that as much as with your arm. You’ll outguess those fellows, even if you have to favor your arm a little.” “We’ll hope so, anyway,” was the reply. “That was hard luck the boys had in Boston on Saturday, wasn’t it? Pity we couldn’t have had it played here that day. It didn’t rain a drop in New York.” “We were surely up against it,” replied Joe. “But to-day’s another day and we’ll hope it tells a different story.” “By the way,” grinned Hughson, “an old friend of yours was up here yesterday.” “Is that so?” asked Joe. “Who was it?” “‘Bugs’ Hartley.” The two young men gave vent to an exclamation of surprise. “He’s a great friend of mine,” said Joe, dryly. “He met me on the street the other night and showed me that I was as popular with him as a rattlesnake at a picnic party.” “He certainly is sore at you,” Hughson laughed. “He started in to pan you but I shut him up in a hurry. I told him that you’d always done everything you could to help him, and I hinted to him that we knew pretty well who drugged your coffee that day you pitched against the Phillies. He swore, of course, that he didn’t do it.” “I know that he did,” Joe replied. “But still I’ve never felt so sore against poor old Bugs as I would have felt against any one else who did such a thing, because I knew that he was a little queer in the
  • 70. head. Even now I’d gladly do him a favor if I could. What did he come here for?” “He wanted to get on to Boston but didn’t have the price,” answered Hughson. “He thought that if he could see Rawlings he might get a chance with the Braves for next season. And he might, at that. You know what Rawlings has done with a lot of cast-offs from other teams, and if he could keep Bugs from kicking over the traces he might get something out of him next year. You know as well as I do what Bugs can do in the pitching line if he’ll only brace up and cut out drink. So I coughed up enough to send him on and I hope he’ll get another chance.” “I hope so,” rejoined Joe, heartily. “There are mighty few teams that can beat him when he’s right.” “But keep your eyes open, Joe, just the same,” counseled Hughson. “He’s holding a grudge against you in that old twisted brain of his, and you’d be as safe with him as if you were on a battlefield.” “I guess he’s done his worst already,” Joe laughed carelessly. They talked a few minutes longer, and then, as the rubber came in to give Hughson’s arm its daily massage, they took their way downtown. The whole city was alive with excitement at the news that the famous standby of the Giants was to be in the box that afternoon. Yet mingled with this was an under current of anxiety. Was he in shape to pitch? Would that mighty arm of his hold out, so soon after his injury? If wild and long-continued cheering could have won the game, it would have been won right at the start when Hughson came out on the field a little while before the gong sounded. It was a tribute of which any man might have been proud. For more than a dozen years he had been the mainstay of the team. His record had never been approached in baseball history.
  • 71. Year in and year out he had pitched his team to victory. Several times they had won the pennant of the National League, and even when they failed they had always been up among the contenders. And more than to any single man, this had been due to Hughson’s stout heart and mighty arm. And the affection showered upon him was due not only to his prowess as a twirler, but to his character as a man. He was a credit to the game. The fines and discipline, so necessary in the case of many brilliant players, had never been visited upon him. He had steered clear of dissipation in any form. He was sportsmanlike and generous. Players on opposing teams liked him, the umpires respected him, his mates idolized him, and the great baseball public hailed him with acclamations whenever he appeared on the field. And to-day the applause was heartier than ever because of the importance of the game and also in recognition of his gameness in coming to the help of his team so soon after a serious accident. “They’re all with you, Hughson,” smiled McRae, as the bronzed pitcher lifted his cap in response to the cheers that rose from every quarter of the field. “They seem to be, John,” replied Hughson. “Let’s hope they won’t be disappointed.” As the game went on, it seemed as though the hopes of the spectators were to be gratified. The veteran pitched superbly for seven innings. His twirling was up to the standard of his best games. He mowed the opposing batsman down one after the other, and as inning after inning passed with only two scratch hits as the Bostons’ total, it began to look as though it would be a shutout for the visitors. “They’ve got holes in their bats,” cried McRae, gleefully, as he brought his hand down on Robson’s knee with a thump. “It sure looks like it!” ejaculated Robbie. “But for the love of Mike, John, go easy. That ham of yours weighs a hundred pounds.”
  • 72. But the Boston pitcher, stirred up by the fact that he was pitted against the great Hughson, was also “going great guns.” Larry and Burkett had been the only Giants so far to solve his delivery. Each had hammered out a brace of hits, but their comrades had been unable to bring them in from the bags on which they were roosting. “Get after him, boys,” raged McRae. “You’re hitting like a bunch from the old ladies’ home. Split the game wide open.” They promised vehemently to knock the cover off the ball, but the Red Sox pitcher, Landers, was not a party to the bargain and he obstinately refused to “crack.” In the first half of the eighth, Cooper, of the Bostons, knocked up an infield fly that either Larry or Denton could have got easily. But they collided in running for it and the ball fell to the ground and rolled out toward center. Iredell, who was backing up the play, retrieved it, but in the mix-up, Cooper, by fast running, reached second. Though both men had been shaken up by the collision they were not seriously injured, and after a few minutes play was resumed. But in the strained condition of the players’ nerves, the accident had to some degree unstrung them. So that when Berry chopped an easy roller to Denton that the latter ordinarily would have “eaten up,” he juggled it for a moment. Then, in his haste to make the put- out at first, he threw wild and the ball went over Burkett’s head. Before he could get it back, Cooper had scored and Berry was on third. The Boston rooters howled like wild men, and their hats went sailing into the air. Hughson, cool as an iceberg, brought his fadeaway into play and whiffed the next man up. Then Hobbs rolled one to the left of the box. Hughson made a great reach for it and got it, though he slipped and fell as he did so. He snapped the ball, however, to Mylert, nipping Berry at the plate.
  • 73. Mylert returned the ball to Hughson who took his position in the box and began to wind up. But almost instantly his hand dropped to his side. He tried again but fruitlessly. McRae ran out to him in consternation.
  • 74. CHAPTER XV FLEMING TURNS UP AGAIN “What’s the matter, Hughson?” McRae cried. “The old arm won’t work,” replied the pitcher. “Guess I hurt it in the same old place when I fell.” His fellow players crowded around him, and the umpire, who had called time, came up to ascertain the damage. The club doctor also ran out from his seat in the stands near the press box and made a hurried examination. “You’ve strained those ligaments again,” he remarked, “and as far as I can tell now one of them is broken. I told you that they weren’t healed enough for you to pitch.” McRae groaned in sympathy with Hughson and in dismay for himself and his team. He had been congratulating himself that with Hughson in the fine form he had showed that afternoon the world’s pennant was as good as won. “It’s too bad, old man,” he said to Hughson. “You never pitched better. You were just burning them over.” “I’m fearfully sorry,” Hughson answered. “I did want to be in the thick of the fight with the rest of the boys. But I guess all I can do from now on is to root for them.” He took off his glove and walked over to the bench, amid a chorus of commiserating shouts from the stands. McRae beckoned to Joe.
  • 75. “Jump in, Joe,” he directed briefly, “and hold them down. They’ve only got one run. I’m depending on you to see that they don’t get any more.” Joe went into the box and tossed two or three to Mylert to get the range of the plate. He had a greeting from the fans that warmed the cockles of his heart. There were two men out and Hobbs was dancing around first. Joe saw out of the corner of his eye that he was taking too big a lead, and snapped the ball like a bullet to Burkett. Hobbs tried desperately to get back but was nipped by a foot. Joe had finished putting out the side without pitching a ball. “Some speed that,” came from the stands. “I guess Matson’s slow.” “We don’t have to pitch to beat you fellows,” piped a fan and the crowd roared. But nothing could hide the fact that the Red Sox were ahead. McRae brought all his resources into play and sent two pinch hitters to the plate. But though one of them, Browning, knocked out a corking three-bagger, the inning ended without results. In the ninth, Joe had no trouble in disposing of the men who faced him. His slants and cross fire had them “buffaloed.” One went out on a foul, another was an easy victim at first, and he put on the finishing touch by striking the third man out. McRae tore round among his men like an elephant on a rampage as they came in for their half of the ninth. They, however, needed no urging. They were as wild to win as he was himself, and they were almost frantic as they saw victory slipping from them. They did do something, but not enough. By the time two men were out, there was a Giant on first and another on second. Larry, the slugger of the team, was at the bat. He picked out a fast one and sent it hurtling on a line to left. It looked like a sure hit, but
  • 76. Stock, the shortstop, leaped high into the air and speared it with his gloved hand, and the shout that had gone up from the stands ended in a groan. Three games of the Series had been played and the Red Sox had won two of them! It was a disgruntled band of athletes who went under the shower in the Giant clubhouse that afternoon, and when Joe and Jim joined their party at the Marlborough in the early evening, the air of jubilation they had worn on the day of the first game was conspicuous by its absence. “If you had that band here you were talking about Friday, what do you suppose they would play?” Joe asked of Mabel, after the first greetings were over. “They ought to play the ‘Dead March in Saul,’” Jim volunteered. “Not a bit of it,” denied Mabel, cheerily. “There’s a better day coming and dinna’ ye doubt it, So just be canty wi’ thinking about it,” she quoted, flashing a sunny smile at Joe that made him feel more cheerful at once. “It was too bad,” comforted Mrs. Matson. “But, anyway, Joe, it wasn’t your fault,” she added, beaming fondly on her son. “Call it misfortune then, Momsey,” Joe smiled back at her. “But it surely was that. We lost the game, we lost it on our own grounds, we were whitewashed, and worst of all Hughson is out for the rest of the Series.” “That’s enough for one day,” acquiesced Jim. “Stop your grouching, you fellows,” admonished Reggie. “You’ll have plenty of chances to even things up.” “Oh, we’ll fight all the harder,” agreed Joe. “There isn’t a streak of yellow in the whole Giant team. The boys will fight like wildcats and
  • 77. never give up until the last man is out in the deciding game. We’re looking for revenge to-morrow.” “And maybe revenge won’t be sweet!” chimed in Jim. “Who is going to pitch for your side to-morrow?” asked Mr. Matson. “McRae gave me a tip that I was to go in,” Joe answered. “Then we might as well count the game as good as won,” declared Mabel. “That certainly sounds good,” laughed Joe. “But suppose I should be batted out of the box? I wouldn’t dare show my diminished head among you folks then.” “We’re not worrying a bit about that,” put in Clara, looking proudly at her idolized brother. But the question was not to be settled on the morrow, for when the day dawned in Boston the rain was falling steadily, and the weather predictions were that the rain would continue for the greater part of the day. For once, at least, the much maligned weather prophet was right, for at noon the rain had not abated, and, much to the disgust of the expectant public, the game was declared off. By the rules that had been made to cover such an event, the teams were to stay in Boston until the first fair day should permit the game to be played. The different members of Joe’s party were rather widely scattered, when the sun finally peeped out in the course of the afternoon. Reggie had taken his sister out to a country club where he had a number of acquaintances. Mrs. Matson and Clara were doing some shopping in the Boston stores and Mr. Matson had gone out for a stroll. Joe and Jim had been downtown with the rest of the team having a heart-to-heart talk with McRae and Robson about the strategy to
  • 78. be adopted in the forthcoming games. By four o’clock the sun was shining gloriously and the roads were beginning to dry out. Just the day, Joe thought, to hire a runabout just big enough for two and take Mabel out for a spin. He conjectured that by the time he got the car and reached the hotel Mabel would have returned from her trip with Reggie and be ready for him. “Come along, Jim, and help me to pick out the car,” he said. They went to a neighboring garage and selected one which both agreed was a good one. “Jump in, Jim,” said Joe, “and I’ll give you a ride as far as the hotel.” They were bowling rapidly along, when an automobile passed them, moving at a rate of speed that was almost reckless. Joe saw that a man and a woman were the only occupants. He glanced carelessly at the man and was startled when he saw that it was Beckworth Fleming. But he was still more startled when his eyes passed to the face of Fleming’s companion. It was Mabel! Jim, too, was staring as though he could not believe his eyes. For a moment Joe saw red and his blood boiled with rage. He stopped the car and looked back. Then his rage turned to alarm, for Mabel was looking back and waving to him frantically, while her companion seemed to be trying to draw her back. She was in peril! Instantly, Joe turned his car and tore away in pursuit.
  • 80. CHAPTER XVI A CAD’S PUNISHMENT The hotel at which Mabel had been stopping with the rest of the party was in a quiet residential section not far from the suburbs, and Joe had almost reached it at the time of the encounter. There was little traffic here to interfere with the chase, and in a few minutes pursuer and pursued had cleared the outskirts and were in the open country. Joe caught a glimpse of Fleming looking back and saw that the latter knew he was being followed, a knowledge which was followed by a sudden quickening in the pace of Fleming’s car. It was, evidently, a powerful machine, and despite Joe’s utmost efforts the gap between the two cars kept constantly widening. Joe had had a good deal of experience in handling automobiles during his big league career, and was a cool and skilful driver. But the utmost exertion of his skill could avail little when he had an inferior car pitted against one which greatly exceeded it in horse power. His heart was in his mouth as he saw how recklessly Fleming was speeding. His car seemed to be on two wheels only as he took the curves in the road. How Mabel came to be in that car was a question that could wait for an answer till later. The only thing that mattered now was that she was there with a man she dreaded and despised, and her frenzied waving told Joe that she was in mortal fear and looked for him to help her.
  • 81. Jim sat perfectly still without saying a word. Nothing must distract Joe for a second from that car and the view of the road ahead. He knew what nerves of steel were back of the sinewy hand that clutched the wheel. He had grasped the meaning of the chase, and he shared with his friend the determination that the cad in the car ahead should pay dearly for this escapade. Suddenly Joe gave an exultant cry. As they turned a curve, he saw that a railroad crossing lay ahead and that the gates were down, while a long freight train was lumbering leisurely by. Fleming could not get past till the gates were raised, and by that time Joe would be upon him. There was no cross road between him and the track into which Fleming’s car could escape. His enemy was trapped. “You’ve got him, Joe!” exclaimed Jim, with a thrill of exultation in his voice. “Yes,” Joe gritted between his teeth. “I’ve got him.” And his tone would not have reassured Beckworth Fleming. Fleming’s car had halted and Fleming himself had jumped out and run wildly to the gate, looking up the track to see if the train was nearly by. He saw at a glance that it would not have passed before Joe would be upon him. From the other side of the car, Mabel had leaped as soon as it had stopped. She came running back up the road, and Joe, who had stopped, rushed forward and took her in his arms. She was sobbing with fright and excitement, and Joe held her close as he tried to soothe her. Fleming saw that the game was up and promptly darted off into the wood at the side of the road. “After him, Jim!” cried Joe. “Don’t let him get away!”
  • 82. Jim darted after the fugitive. Fleming put on all possible speed, but he was no match for the seasoned athlete, and a moment later Jim’s muscular hand had him by the collar. “Let me go,” snarled the wretch, struggling desperately. “Come along,” growled Jim, dragging him to the spot in the road where Joe was comforting Mabel, who was gradually getting back some of her self-control. The tender look in Joe’s eyes was replaced by one of a different character as he looked at the flushed, dissipated face of the man who stood before him, still held by Jim. “Now, Mr. Beckworth Fleming, I have an account to settle with you.” Fleming shrank back as far as Jim’s grip would let him before the steely look in Joe’s eyes. “Don’t be afraid,” said Joe, contemptuously. “I’m not going to thrash you in the presence of a lady.” Relief came into Fleming’s face. “It was only a lark,” he began, but Joe cut him short. “I don’t care for any explanations,” he said. “I want you to go down on your knees in the road and beg Miss Varley’s pardon.” Fleming looked around for some means of escape but found none. His furtive glance at Mabel fell before the scorn in her eyes. “I apologize,” he jerked out sullenly. “Down on your knees, I said,” remarked Joe with dangerous calmness. Fleming hesitated before this last humiliation, but Jim’s knuckles in his neck decided him. “I beg your pardon,” he muttered, getting down on his knees and scrambling again to his feet as hastily as possible.
  • 83. “And now, Jim,” Joe continued, “if you’ll just take Mabel up the road a little way around that curve, I’ll finish this little account with Mr. Fleming.” Fear sprang into Fleming’s eyes. “You said you wouldn’t,” he began. “I said I wouldn’t thrash you in the presence of a lady, and I’m going to keep my word,” said Joe, imperturbably. “Please, Jim.” He relinquished Mabel to his friend, and Jim assumed the responsibility with a cheerful grin. “Don’t hurt him, Joe,” Mabel urged, hesitatingly. “I won’t kill him, Mabel,” Joe answered. “I only want to impress a few things on his memory so firmly that he’ll never forget them.” Jim gently urged Mabel out of sight beyond a curve two hundred feet away. When they had vanished, Joe turned to Fleming. “Take off your coat,” he ordered curtly. “What are you going to do?” asked Fleming, fearfully. “I warn you that if you hit me——” “Take off your coat,” repeated Joe, setting him the example. As Fleming still hesitated, Joe reached over and slapped his face lightly. “You seem to need a stimulant to get you going,” he taunted. Even a rat will fight when cornered, and Fleming, with an exclamation of rage, threw off his coat and rushed furiously at Joe. The latter met him with an uppercut that shook him from head to foot. Then he sailed into Fleming and gave him a most thorough thrashing. Nor did he let up until Fleming with a highly decorated face lay helpless in the road, sobbing with shame and rage and whining for mercy.
  • 84. “I guess that’s enough for the present,” said Joe, who had not a mark on him, as he resumed his coat. “You’d better get into that car of yours and drive home before your eyes are entirely closed. And remember that this isn’t a circumstance to what you’ll get if you ever dare to speak to Miss Varley again.” He turned his back upon the discomfited cad, and, jumping into the runabout, drove around the curve where he rejoined Mabel and Jim. “Did you impress those things on his memory?” asked Jim with a grin. “I don’t think he’ll forget them in a hurry,” Joe laughed, though rather grimly. “And this time, luckily, there was no policeman handy.”
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