Asset-Based Extended Reality Model for Distance Learning

Barış Atiker*, Ertuğrul Süngü, Kutay Tinç, A. Burçin Gürbüz

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

2 Citations (Scopus)

Abstract

Distance learning is a phenomenon that comes to the mind especially when it is difficult or impossible for people to come together for educational purposes. It also makes learning independent from the classroom environment. The COVID-19 epidemic, which covers the world in 2020, has led to the approaches of distance learning through new digital technologies and has revealed the need for more effective and efficient education models with interdisciplinary concepts. The fact that distance learning is independent of the classroom environment directly affects the students’ interest and interaction in the lesson. In face-to-face learning, the interaction between the teacher and the student has not only cognitive but also emotional and physical factors. Lack of these factors in distance learning has negative consequences, especially in learning and experimenting processes. Many different models and methods have been developed for distance learning so far. These models were mostly provided by adapting traditional methods and educational contents to existing technological tools and unfortunately did not bring an effective solution proposal to the specified problem. Extended Reality (XR) applications, which are considered as an exciting technology today, also offer great opportunities for distance learning. Various models have been proposed to use these technologies in distance learning, which provide ideal tools for both spatial and interpersonal interaction with virtual and augmented reality. In this study, the Asset-Based Extended Reality Model was proposed as an alternative to other models and compared by using quantitative data. The model has three pillars; Assets, Gamification, and Immersion.

Original languageEnglish
Title of host publicationSpringer Series in Design and Innovation
PublisherSpringer Nature
Pages375-392
Number of pages18
DOIs
Publication statusPublished - 2021

Publication series

NameSpringer Series in Design and Innovation
Volume13
ISSN (Print)2661-8184
ISSN (Electronic)2661-8192

Bibliographical note

Publisher Copyright:
© 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

Keywords

  • Distance learning
  • Learning
  • Mixed reality
  • Online learning
  • Virtual reality

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