A3 Book section, Chapters in research books
Facilitating Collaborative Learning with Virtual Reality Simulations, Gaming and Pair Programming (2022)
Näykki, P., Fagerlund, J., Silvennoinen, M., Manu, M., Nousiainen, T., Juntunen, M., & Vesisenaho, M. (2022). Facilitating Collaborative Learning with Virtual Reality Simulations, Gaming and Pair Programming. In M. Ivanović, A. Klašnja-Milićević, & L. C. Jain (Eds.), Handbook on Intelligent Techniques in the Educational Process : Vol 1 Recent Advances and Case Studies (pp. 299-315). Springer. Learning and Analytics in Intelligent Systems, 29. https://doi.org/10.1007/978-3-031-04662-9_14
JYU authors or editors
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Publication details
All authors or editors: Näykki, Piia; Fagerlund, Janne; Silvennoinen, Minna; Manu, Mari; Nousiainen,Tuula; Juntunen, Merja; Vesisenaho, Mikko
Parent publication: Handbook on Intelligent Techniques in the Educational Process : Vol 1 Recent Advances and Case Studies
Parent publication editors: Ivanović, Mirjana; Klašnja-Milićević, Aleksandra; Jain, Lakhmi C.
ISBN: 978-3-031-04661-2
eISBN: 978-3-031-04662-9
Journal or series: Learning and Analytics in Intelligent Systems
ISSN: 2662-3447
eISSN: 2662-3455
Publication year: 2022
Publication date: 16/06/2022
Number in series: 29
Pages range: 299-315
Number of pages in the book: 392
Publisher: Springer
Place of Publication: Cham
Publication country: Switzerland
Publication language: English
DOI: https://doi.org/10.1007/978-3-031-04662-9_14
Publication open access: Not open
Publication channel open access:
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/83785
Abstract
The chapter presents socio-interactional functions that support collaborative learning through three case examples. The examples stem from our long line of empirical research in which we have explored the possibilities of using various types of emerging digital technologies for enhancing collaborative learning and interaction. We present case examples from technology-enhanced simulation-based learning environments, Vive/Minecraft applying XR/VR and pair programming in a creative media project design with Scratch, which are all regarded as powerful experiential learning contexts that can provide engaging opportunities for collaborative learning.
Keywords: collaborative learning; teacher-pupil relationship; virtual environment; playing (games and sports); virtual reality; programming; Minecraft (game); Scratch
Free keywords: collaborative learning; teacher-student interaction; simulation-based learning environments; gaming; pair programming; virtual reality; XR/VR; Vive/Minecraft; Scratch
Contributing organizations
Ministry reporting: Yes
Reporting Year: 2022
JUFO rating: 2