Facilitating Collaborative Learning with Virtual Reality Simulations, Gaming and Pair Programming
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
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2022Access restrictions
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© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2022
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.
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Handbook on Intelligent Techniques in the Educational Process : Vol 1 Recent Advances and Case StudiesISSN Search the Publication Forum
2662-3447Keywords
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