Fromm, Jennifer; Radianti, Jaziar; Wehking, Charlotte; Stieglitz, Stefan; Majchrzak, Tim A.; vom Brocke, Jan:
More than experience? On the unique opportunities of virtual reality to afford a holistic experiential learning cycle
In: The Internet and Higher Education, Vol. 50 (2021), p. 100804
2021article/chapter in journalOA Hybrid
Applied Cognitive ScienceFaculty of Engineering » Computer Science and Applied Cognitive Science » Angewandte Kognitions- und Medienwissenschaft » Professional Communication in Electronic Media / Social Media
Related: 2 publication(s)
Title in English:
More than experience? On the unique opportunities of virtual reality to afford a holistic experiential learning cycle
Author:
Fromm, JenniferUDE
LSF ID
59693
ORCID
0000-0003-2314-1546ORCID iD
Other
connected with university
;
Radianti, Jaziar
;
Wehking, Charlotte
;
Stieglitz, StefanUDE
GND
1020953853
LSF ID
56892
ORCID
0000-0002-4366-1840ORCID iD
Other
connected with university
;
Majchrzak, Tim A.
;
vom Brocke, Jan
Year of publication:
2021
Open Access?:
OA Hybrid
Web of Science ID
Scopus ID
Language of text:
English
Keyword, Topic:
Affordance theory ; Design thinking ; Experiential learning ; Focus groups ; Higher education ; Virtual reality

Abstract in English:

Virtual reality has been proposed as a promising technology for higher education since the combination of immersive and interactive features enables experiential learning. However, previous studies did not distinguish between the different learning modes of the four-stage experiential learning cycle (i.e., concrete experience, reflective observation, abstract conceptualization, and active experimentation). With our study, we contribute a deeper understanding of how the unique opportunities of virtual reality can afford each of the four experiential learning modes. We conducted three design thinking workshops with interdisciplinary teams of students and lecturers. These workshops resulted in three low-fidelity virtual reality prototypes which were evaluated and refined in three student focus groups. Based on these results, we identify design elements for virtual reality applications that afford an holistic experiential learning process in higher education. We discuss the implications of our results for the selection, design, and use of educational virtual reality applications.