»Potentials of Virtual and Mixed Reality for Immersive Learning«

Immersive Learning

How can complex topics be made experienceable in a playful way? This talk explores the potentials of VR and AR for immersive learning in serious games.

Based on approaches such as “situated cognition” and “social presence” the lecture tries to explore the potentials of immersive learning environments to enhance motivation. The main question is how serious games can be designed, which motivate different dialogue groups to engage with complex or negatively valued subject matters. Drawing on two specific research projects, we will highlight the potential of Virtual und Mixed Reality to contribute to raising awareness for a topic and to convey content.Based on approaches such as “situated cognition” and “social presence” the lecture tries to explore the potentials of immersive learning environments to enhance motivation. The main question is how serious games can be designed, which motivate different dialogue groups to engage with complex or negatively valued subject matters. Drawing on two specific research projects, we will highlight the potential of Virtual und Mixed Reality to contribute to raising awareness for a topic and to convey content.

„Serious Games and Welfare Technologies“: Within the frame of this project taking place between 2016 and 2018, 23 students from universities in five countries working together in international and interdisciplinary teams developed playful solutions for rehabilitation training together. The students could build up on the innovative therapeutic devices and applications provided by the industry partners and realize concrete ideas considering the implementation of VR and AR prototypically.

„Interdisciplinary Human Centred Design to Improve Patient Quality of Life“ (acronym DESQOL): This ongoing Erasmus+ project aims at motivating adolescents with celiac disease to adhere to a gluten-free diet. In the frame of a human centered design process 20 students from four nations develop varying mobile and VR applications encompassing playful elements.„Interdisciplinary Human Centred Design to Improve Patient Quality of Life“ (acronym DESQOL): This ongoing Erasmus+ project aims at motivating adolescents with celiac disease to adhere to a gluten-free diet. In the frame of a human centered design process 20 students from four nations develop varying mobile and VR applications encompassing playful elements.

Together with Mag. Andreas Künz, FH Vorarlberg

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