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


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

Preliminary JUFO rating: 2


Last updated on 2022-04-11 at 10:50