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European Conference on Games Based Learning (ECGBL)
The framework covers the learning attributes of XR, the practical challenges of its use, and playful learning design guidelines. It is grounded in social constructivism and Vygotsky's zone of proximal development.
This paper presents a three-part framework for designing VR and AR (collectively "XR") as educational technology: the learning attributes of XR, the practical issues and problems that accompany its use, and a set of playful learning design guidelines. Grounded in social constructivism and Vygotsky's zone of proximal development, the framework positions teachers, peers, games, and educational technology as means of bringing learners into their ZPD. The authors identify twelve learning attributes, including immersion, safe simulation, experiential and interactive learning, personalized pacing, and the capacity to make the unseen visible, each paired with potentials and challenges. Practical concerns include high hardware and content costs, cybersickness, immature technology, and physical safety risks during immersion, with mitigation strategies such as reducing movement mismatch and limiting peripheral visual clutter.
The design guidelines, drawing on Gee (2004), Fan (2012), Habgood (2007), and Dunleavy (2014), offer fourteen recommendations. These emphasize avoiding heavy tutorials, having learners act rather than read, using visual cues and minimal text, introducing information just in time, balancing challenge and skill, sequencing problems in increasing complexity, and integrating learning goals directly into core mechanics. The guidelines distinguish between automated, built-in adaptive design and teacher-led activities that frame the XR experience before and after use.
The framework is illustrated through six student prototypes from the fourth-semester Learning Technology 2 course in a Bachelor's in Game Development and Learning Technology program at the University of Southern Denmark, produced in spring 2022 and 2023 using Unity and the Oculus Quest 1. The examples span fear-of-flying training, asymmetric co-op mathematics, location-based AR storytelling for young children, firefighter smoke-diving simulation, and a solar system exploration app. The authors conclude that the tables provide a practical starting point for XR learning development while acknowledging that they remain a work in progress requiring further empirical evaluation.
European Conference on Games Based Learning (ECGBL) · 2024