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The EVRIM Framework: Guiding Ethical and Inclusive Virtual Reality Integration in Education

Yıl 2024, Cilt: 12 Sayı: 2, 567 - 583, 24.12.2024
https://doi.org/10.52826/mcbuefd.1511454

Öz

This study introduces the EVRIM Framework (Ethical Virtual Reality Integration Model), designed to meet the growing need for the ethical and effective integration of Virtual Reality (VR) technology in education. As VR technology continues to transform educational practices, a structured approach is essential to maximize its benefits while adhering to ethical standards and promoting inclusivity. The EVRIM Framework is divided into five stages: Discovery, Design, Development, Deployment, and Impact. The Discovery stage involves identifying educational needs, selecting appropriate technologies, and ensuring alignment with educational goals and ethical standards. The Design stage focuses on creating immersive, interactive, and inclusive VR content, emphasizing user experience and accessibility. The Development stage encompasses the technical creation and rigorous testing of VR applications, ensuring data privacy, content accuracy, and cultural sensitivity. The Deployment stage involves practical implementation, including training educators and students, integrating VR content into curricula, and providing ongoing technical support. Finally, the Impact stage assesses the effects of VR on student performance and learning outcomes, collecting and analyzing data to continuously improve VR experiences. The EVRIM Framework aims to revolutionize education by enhancing learning outcomes, promoting inclusivity, and adhering to ethical principles, providing a valuable tool for educators, designers, and policymakers. It serves as a comprehensive guide for leveraging VR technology responsibly and effectively in education. Future research should focus on longitudinal studies to assess long-term impacts, further development of accessibility features, and the creation of comprehensive guidelines for the ethical use of VR in education. By continuously refining and expanding the EVRIM Framework, VR technology can be used to its fullest potential, fostering an inclusive and innovative educational landscape.

Kaynakça

  • Alizadeh, M., & Cowie, N. (2022). Self-directed learning using VR. Pacific Journal of Technology Enhanced Learning, 4(1), 10-11. doi:10.24135/pjtel.v4i1.130
  • Bailenson, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do: WW Norton & Company.
  • Bakhrushina, E., Melnik, E., Gegechkori, V., & Ramenskaya, G. (2023). Virtual Reality Technologies in Teaching Students in the Specialty "Pharmacy". Virtual Technologies in Medicine, 3. doi:10.46594/2687-0037_2023_3_1715
  • Burns, M. B., Lebkuecher, G., Rahman, S., Roytman, M., Samoska, S., & Vukov, J. (2022). Extended Frameworks for Extended Reality: Ethical Considerations. AJOB neuroscience, 13(3), 171-173. doi:10.1080/21507740.2022.2082594
  • Bye, K., Hosfelt, D., Chase, S., Miesnieks, M., & Beck, T. (2019). The ethical and privacy implications of mixed reality. In ACM SIGGRAPH 2019 Panels (pp. 1-2).
  • Cao, L. (2023). A meta-analysis of the impact of AR and VR technologies on mathematics learning. Journal of Education, Humanities and Social Sciences, 23, 637-649. doi:10.54097/ehss.v23i.13133
  • Carneiro, J. A. S., Cardoso, A., Santos, F. P., Milagre, S. T., Lamounier, E. A., & Oliveira, L. C. (2023). Ethical Aspects in a Virtual Reality Environment. Paper presented at the 2023 18th Iberian Conference on Information Systems and Technologies (CISTI).
  • Carter, M., & Egliston, B. (2020). Ethical implications of emerging mixed reality technologies. Socio-Tech Futures Lab, 1-31. doi:10.25910/5ee2f9608ec4d
  • Chellappa, V., Mésároš, P., Špak, M., Spišáková, M., & Kaleja, P. (2022). VR-based safety training research in construction. Paper presented at the IOP Conference Series: Materials Science and Engineering.
  • Chen, J., Fu, Z., Liu, H., & Wang, J. (2024). Effectiveness of Virtual Reality on Learning Engagement: A Meta-Analysis. International Journal of Web-Based Learning and Teaching Technologies (IJWLTT), 19(1), 1-14. doi:10.4018/IJWLTT.334849
  • Cho, B. (2023). Domestic University Virtual Reality(VR) Utilization Education Research Trend. The Journal of Learner-Centered Curriculum and Instruction, 23(9), 47-57. doi:10.22251/jlcci.2023.23.9.47
  • Cowie, N., & Alizadeh, M. (2022). The affordances and challenges of virtual reality for language teaching. International Journal of TESOL Studies, 4(3). doi:10.46451/ijts.2022.03.05.
  • Flammini, F., & Marrone, S. (2023). Distance education boosting interdisciplinarity and internationalization: an experience report from “Ethics, Law and Privacy in Data and Analytics” at SUPSI. Paper presented at the Proceedings of the 2023 Conference on Human Centered Artificial Intelligence: Education and Practice.
  • Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: state of the art and perspectives. Paper presented at the The international scientific conference elearning and software for education.
  • Geris, A., Cukurbasi, B., Kilinc, M., & Teke, O. (2024). Balancing performance and comfort in virtual reality: A study of FPS, latency, and batch values. Software: Practice and Experience. doi:10.1002/spe.3356
  • Geriş, A., & Özdener, N. (2024). Design, development, and evaluation of educational virtual reality environment: EVRECA. Educational technology research and development, 72(2), 915-945. doi:10.1007/s11423-023-10303-3
  • Gondomar, R., & Mor, E. (2021). Understanding agency in human-computer interaction design. Paper presented at the Human-Computer Interaction. Theory, Methods and Tools: Thematic Area, HCI 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I 23.
  • Harfouche, A. L., & Nakhle, F. (2020). Creating bioethics distance learning through virtual reality. Trends in Biotechnology, 38(11), 1187-1192. doi:10.1016/j.tibtech.2020.05.005.
  • Harris, T. (2016). How technology hijacks people’s minds—from a magician and Google’s design ethicist. Medium Magazine, 18.
  • Heffernan, C., & Rolfe, U. (2023). Pilot study looking at the benefits of Virtual Reality (VR) simulation for Physician Associates (PA). International Journal of Healthcare Simulation (IJoHS), 3(Supplement 1), A7-A8. doi:10.54531/ZPLJ9321
  • Hua, C., & Wang, J. (2023). Virtual reality-assisted language learning: A follow-up review (2018–2022). Frontiers in Psychology, 14, 1153642. doi:10.3389/fpsyg.2023.1153642
  • Iio, J., Hasegawa, A., Iizuka, S., Hayakawa, S., & Tsujioka, H. (2021). Ethics in human-centered design. Paper presented at the International Conference on Human-Computer Interaction.
  • Ke, F., Pachman, M., & Dai, Z. (2020). Investigating educational affordances of virtual reality for simulation-based teaching training with graduate teaching assistants. Journal of Computing in Higher Education, 32, 607-627. doi:10.1007/s12528-020-09249-9
  • Kouame, G., Davis, J., & Smith, L. (2023). Providing health sciences education through virtual reality experiences. Journal of the Medical Library Association, 111(4), 833-834. doi:10.5195/jmla.2023.1632
  • Kourtesis, P., Papadopoulou, A., & Roussos, P. (2024). Cybersickness in virtual reality: The role of individual differences, its effects on cognitive functions and motor skills, and intensity differences during and after immersion. Paper presented at the Virtual Worlds.
  • Kustandi, C., Fadhillah, D., Situmorang, R., Prawiladilaga, D., & Hartati, S. (2020). VR use in online learning for higher education in Indonesia. International Journal of Interactive Mobile Technologies (iJIM), 14(1), 31-47. doi:10.3991/ijim.v14i01.11337
  • Lawlor, A. C., Smith, C., Steele, P., Johnston, E. A., & Lamppa, S. M. (2021). Virtual Reality Considerations for Curriculum Development and Online Instruction. In Curriculum Development and Online Instruction for the 21st Century (pp. 20-37): IGI Global.
  • Lee, E. A.-L., Wong, K. W., & Fung, C. C. (2010). How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach. Computers & Education, 55(4), 1424-1442. doi:10.1016/j.compedu.2010.06.006
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  • Mahling, M., Wunderlich, R., Steiner, D., Gorgati, E., Festl-Wietek, T., & Herrmann-Werner, A. (2023). Virtual reality for emergency medicine training in medical school: prospective, large-cohort implementation study. Journal of Medical Internet Research, 25, e43649. doi:10.2196/43649
  • Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and instruction, 60, 225-236. doi:10.1016/j.learninstruc.2017.12.007
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EVRIM Çerçevesi: Eğitimde Etik ve Kapsayıcı Sanal Gerçeklik Entegrasyonu

Yıl 2024, Cilt: 12 Sayı: 2, 567 - 583, 24.12.2024
https://doi.org/10.52826/mcbuefd.1511454

Öz

Bu çalışma, Sanal Gerçeklik (VR) teknolojisinin eğitim ortamlrına etik ve etkili entegrasyonuna yönelik artan ihtiyaca yanıt olarak geliştirilen EVRIM Çerçevesi'ni (Etik Sanal Gerçeklik Entegrasyon Modeli) tanıtmaktadır. VR teknolojisi, eğitim ortamlarını ve yöntemlerini dönüştürmeye devam ederken, faydalarını maksimize etmek ve etik standartlara uygunluğu sağlamak için yapılandırılmış bir yaklaşıma ihtiyaç duyulmaktaır. Bu noktada geliştirilen EVRIM Çerçevesi Keşif, Tasarım, Geliştirme, Uygulama ve Etki olarak beş aşamadan oluşmaktadır. Keşif aşamasında, eğitim ihtiyaçlarının belirlenmesi, uygun teknolojilerin sçeilmesi ve eğitim hedefleri ile etik standartlarla uyumun sağlanması ele alınmaktadır. Tasarım aşamasında, kullanıcı deneyimi ve erişilebilirliğe vurgu yapılmakta, kapsayıcı ve etkileşimli VR içerikleri oluşturulmasına odaklanılmaktadır. Geliştirme aşaması, VR uygulamalarının teknik olarak oluşturulmasını ve titizlikle test edilmesini, veri gizliliği, içerik doğruluğu ve kültürel hassasiyetin sağlanmasını içermektedir. Uygulama aşamasında, eğitimciler ve öğrenciler için eğitim verilmesi, VR içeriğinin müfredata entegrasyonu ve sürekli teknik destek sağlanması gibi pratik uygulamalar yer almaktadır. Son olarak, Etki aşaması, VR'nin öğrenci performansı ve öğrenme sonuçları üzerindeki etkilerini değerlendirmektedir. EVRIM Çerçevesi, öğrenme sonuçlarını iyileştirerek, kapsayıcılığı teşvik ederek ve etik ilkelere bağlı kalarak VR entegrasyon sürecine katkı sağlamayı amaçlamaktadır. Eğitimciler, tasarımcılar ve politika yapıcılar için değerli bir araç niteliği taşımakta ve VR teknolojisinin sorumlu ve etkili bir şekilde kullanılmasına yönelik kapsamlı bir rehber niteliğindedir. Gelecekteki araştırmalar, uzun vadeli etkileri değerlendirmek için boylamsal çalışmalar yapılmasına, erişilebilirlik özelliklerinin daha da geliştirilmesine ve eğitimde VR'nin etik kullanımına yönelik kapsamlı yönergelerin oluşturulmasına odaklanmalıdır. EVRIM Çerçevesi'ni sürekli olarak geliştirmek ve genişletmek suretiyle, VR teknolojilerinin kapsayıcı ve yenilikçi bir eğitim ortamı yaratma potansiyeli en üst düzeye çıkarılabilir.

Kaynakça

  • Alizadeh, M., & Cowie, N. (2022). Self-directed learning using VR. Pacific Journal of Technology Enhanced Learning, 4(1), 10-11. doi:10.24135/pjtel.v4i1.130
  • Bailenson, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do: WW Norton & Company.
  • Bakhrushina, E., Melnik, E., Gegechkori, V., & Ramenskaya, G. (2023). Virtual Reality Technologies in Teaching Students in the Specialty "Pharmacy". Virtual Technologies in Medicine, 3. doi:10.46594/2687-0037_2023_3_1715
  • Burns, M. B., Lebkuecher, G., Rahman, S., Roytman, M., Samoska, S., & Vukov, J. (2022). Extended Frameworks for Extended Reality: Ethical Considerations. AJOB neuroscience, 13(3), 171-173. doi:10.1080/21507740.2022.2082594
  • Bye, K., Hosfelt, D., Chase, S., Miesnieks, M., & Beck, T. (2019). The ethical and privacy implications of mixed reality. In ACM SIGGRAPH 2019 Panels (pp. 1-2).
  • Cao, L. (2023). A meta-analysis of the impact of AR and VR technologies on mathematics learning. Journal of Education, Humanities and Social Sciences, 23, 637-649. doi:10.54097/ehss.v23i.13133
  • Carneiro, J. A. S., Cardoso, A., Santos, F. P., Milagre, S. T., Lamounier, E. A., & Oliveira, L. C. (2023). Ethical Aspects in a Virtual Reality Environment. Paper presented at the 2023 18th Iberian Conference on Information Systems and Technologies (CISTI).
  • Carter, M., & Egliston, B. (2020). Ethical implications of emerging mixed reality technologies. Socio-Tech Futures Lab, 1-31. doi:10.25910/5ee2f9608ec4d
  • Chellappa, V., Mésároš, P., Špak, M., Spišáková, M., & Kaleja, P. (2022). VR-based safety training research in construction. Paper presented at the IOP Conference Series: Materials Science and Engineering.
  • Chen, J., Fu, Z., Liu, H., & Wang, J. (2024). Effectiveness of Virtual Reality on Learning Engagement: A Meta-Analysis. International Journal of Web-Based Learning and Teaching Technologies (IJWLTT), 19(1), 1-14. doi:10.4018/IJWLTT.334849
  • Cho, B. (2023). Domestic University Virtual Reality(VR) Utilization Education Research Trend. The Journal of Learner-Centered Curriculum and Instruction, 23(9), 47-57. doi:10.22251/jlcci.2023.23.9.47
  • Cowie, N., & Alizadeh, M. (2022). The affordances and challenges of virtual reality for language teaching. International Journal of TESOL Studies, 4(3). doi:10.46451/ijts.2022.03.05.
  • Flammini, F., & Marrone, S. (2023). Distance education boosting interdisciplinarity and internationalization: an experience report from “Ethics, Law and Privacy in Data and Analytics” at SUPSI. Paper presented at the Proceedings of the 2023 Conference on Human Centered Artificial Intelligence: Education and Practice.
  • Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: state of the art and perspectives. Paper presented at the The international scientific conference elearning and software for education.
  • Geris, A., Cukurbasi, B., Kilinc, M., & Teke, O. (2024). Balancing performance and comfort in virtual reality: A study of FPS, latency, and batch values. Software: Practice and Experience. doi:10.1002/spe.3356
  • Geriş, A., & Özdener, N. (2024). Design, development, and evaluation of educational virtual reality environment: EVRECA. Educational technology research and development, 72(2), 915-945. doi:10.1007/s11423-023-10303-3
  • Gondomar, R., & Mor, E. (2021). Understanding agency in human-computer interaction design. Paper presented at the Human-Computer Interaction. Theory, Methods and Tools: Thematic Area, HCI 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I 23.
  • Harfouche, A. L., & Nakhle, F. (2020). Creating bioethics distance learning through virtual reality. Trends in Biotechnology, 38(11), 1187-1192. doi:10.1016/j.tibtech.2020.05.005.
  • Harris, T. (2016). How technology hijacks people’s minds—from a magician and Google’s design ethicist. Medium Magazine, 18.
  • Heffernan, C., & Rolfe, U. (2023). Pilot study looking at the benefits of Virtual Reality (VR) simulation for Physician Associates (PA). International Journal of Healthcare Simulation (IJoHS), 3(Supplement 1), A7-A8. doi:10.54531/ZPLJ9321
  • Hua, C., & Wang, J. (2023). Virtual reality-assisted language learning: A follow-up review (2018–2022). Frontiers in Psychology, 14, 1153642. doi:10.3389/fpsyg.2023.1153642
  • Iio, J., Hasegawa, A., Iizuka, S., Hayakawa, S., & Tsujioka, H. (2021). Ethics in human-centered design. Paper presented at the International Conference on Human-Computer Interaction.
  • Ke, F., Pachman, M., & Dai, Z. (2020). Investigating educational affordances of virtual reality for simulation-based teaching training with graduate teaching assistants. Journal of Computing in Higher Education, 32, 607-627. doi:10.1007/s12528-020-09249-9
  • Kouame, G., Davis, J., & Smith, L. (2023). Providing health sciences education through virtual reality experiences. Journal of the Medical Library Association, 111(4), 833-834. doi:10.5195/jmla.2023.1632
  • Kourtesis, P., Papadopoulou, A., & Roussos, P. (2024). Cybersickness in virtual reality: The role of individual differences, its effects on cognitive functions and motor skills, and intensity differences during and after immersion. Paper presented at the Virtual Worlds.
  • Kustandi, C., Fadhillah, D., Situmorang, R., Prawiladilaga, D., & Hartati, S. (2020). VR use in online learning for higher education in Indonesia. International Journal of Interactive Mobile Technologies (iJIM), 14(1), 31-47. doi:10.3991/ijim.v14i01.11337
  • Lawlor, A. C., Smith, C., Steele, P., Johnston, E. A., & Lamppa, S. M. (2021). Virtual Reality Considerations for Curriculum Development and Online Instruction. In Curriculum Development and Online Instruction for the 21st Century (pp. 20-37): IGI Global.
  • Lee, E. A.-L., Wong, K. W., & Fung, C. C. (2010). How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach. Computers & Education, 55(4), 1424-1442. doi:10.1016/j.compedu.2010.06.006
  • Lie, S. S., Helle, N., Sletteland, N. V., Vikman, M. D., & Bonsaksen, T. (2023). Implementation of virtual reality in health professions education: scoping review. JMIR medical education, 9, e41589. doi:10.2196/41589
  • Madary, M., & Metzinger, T. K. (2016). Real virtuality: A code of ethical conduct. Recommendations for good scientific practice and the consumers of VR-technology. Frontiers in Robotics and AI, 3, 3. doi:10.3389/frobt.2016.00003
  • Madathil, K. C., Frady, K., Hartley, R., Bertrand, J., Alfred, M., & Gramopadhye, A. (2017). An empirical study investigating the effectiveness of integrating virtual reality-based case studies into an online asynchronous learning environment. Computers in Education Journal, 8(3).
  • Mahling, M., Wunderlich, R., Steiner, D., Gorgati, E., Festl-Wietek, T., & Herrmann-Werner, A. (2023). Virtual reality for emergency medicine training in medical school: prospective, large-cohort implementation study. Journal of Medical Internet Research, 25, e43649. doi:10.2196/43649
  • Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and instruction, 60, 225-236. doi:10.1016/j.learninstruc.2017.12.007
  • Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2021). A framework for personalized fully immersive virtual reality learning environments with gamified design in education. In Novelties in Intelligent Digital Systems (pp. 95-104): IOS Press.
  • Mikropoulos, T. A., & Natsis, A. (2011). Educational virtual environments: A ten-year review of empirical research (1999–2009). Computers & Education, 56(3), 769-780. doi:10.1016/j.compedu.2010.10.020
  • Munafo, J., Diedrick, M., & Stoffregen, T. A. (2017). The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects. Experimental brain research, 235, 889-901. doi:10.1007/s00221-016-4846-7
  • O Connor, J., Abou-Zahra, S., Covarrubias Rodriguez, M., & Aruanno, B. (2020). XR Accessibility–Learning from the Past and Addressing Real User Needs for Inclusive Immersive Environments: Introduction to the Special Thematic Session. Paper presented at the Computers Helping People with Special Needs: 17th International Conference, ICCHP 2020, Lecco, Italy, September 9–11, 2020, Proceedings, Part I 17.
  • Oh, H., & Son, W. (2022). Cybersickness and its severity arising from virtual reality content: A comprehensive study. Sensors, 22(4), 1314. doi:10.3390/s22041314
  • Phan, L., Ali, I., Labou, S., & Foster, E. (2022). A model for data ethics instruction for non-experts. IASSIST Quarterly, 46(4). doi:10.29173/iq1028
  • Qorbani, H. S., Arya, A., Nowlan, N., & Abdinejad, M. (2021). ScienceVR: A virtual reality framework for STEM education, simulation and assessment. Paper presented at the 2021 IEEE international conference on artificial intelligence and virtual reality (AIVR).
  • Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. doi:10.1016/j.compedu.2019.103778
  • Riva, G., Wiederhold, B. K., & Mantovani, F. (2021). Surviving COVID-19: The neuroscience of smart working and distance learning. Cyberpsychology, Behavior, and Social Networking, 24(2), 79-85. doi:10.1089/cyber.2021.0009
  • Sadek, O., Baldwin, F., Gray, R., Khayyat, N., & Fotis, T. (2023). Impact of virtual and augmented reality on quality of medical education during the COVID-19 pandemic: a systematic review. Journal of Graduate Medical Education, 15(3), 328-338. doi:10.4300/JGME-D-22-00594.1
  • Sanfilippo, F., Blazauskas, T., Salvietti, G., Ramos, I., Vert, S., Radianti, J., . . . Oliveira, D. (2022). A perspective review on integrating VR/AR with haptics into stem education for multi-sensory learning. Robotics, 11(2), 41. doi:10.3390/robotics11020041
  • Savir, S., Khan, A. A., Yunus, R. A., Rehman, T. A., Saeed, S., Sohail, M., . . . Matyal, R. (2023). Virtual reality: The future of invasive procedure training? Journal of cardiothoracic and vascular anesthesia, 37(10), 2090-2097. doi:10.1053/j.jvca.2023.06.032
  • Shahriari, K., & Shahriari, M. (2017). IEEE standard review—Ethically aligned design: A vision for prioritizing human wellbeing with artificial intelligence and autonomous systems. Paper presented at the 2017 IEEE Canada International Humanitarian Technology Conference (IHTC).
  • Singer, P. (2017). Ethics in the Real World: 82 Brief Essays on Things That Matter. In: University of Chicago Press. Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3, 74. doi:10.3389/frobt.2016.00074
  • Steele, P., Burleigh, C., Bailey, L., & Kroposki, M. (2020). Studio thinking framework in higher education: Exploring options for shaping immersive experiences across virtual reality/augmented reality curricula. Journal of Educational Technology Systems, 48(3), 416-439. doi:10.1177/0047239519884897
  • Susser, D., Roessler, B., & Nissenbaum, H. (2019). Online manipulation: Hidden influences in a digital world. Geo. L. Tech. Rev., 4, 1. doi:10.2139/ssrn.3306006
  • Szcyrek, S., & Stewart, B. (2022). Surveillance in the system: Data as critical change in higher education. The Open/Technology in Education, Society, and Scholarship Association Journal, 2(2), 1-20. doi:10.18357/otessaj.2022.2.2.34
  • Tusher, H. M., Nazir, S., & Mallam, S. (2022). Ethical Considerations for the Application of Virtual Reality in Education and Training. Training, Education, and Learning Sciences, 59(59). doi:10.54941/ahfe1002396
  • Usmani, S. S., Sharath, M., & Mehendale, M. (2022). Future of mental health in the metaverse. General Psychiatry, 35(4). doi:10.1136/gpsych-2022-100825
  • van der Kruk, S. R., Gunn, K. M., MacDougall, H., Milne, D., Smith, K., & Zielinski, R. (2023). Feasibility and preliminary effectiveness of virtual reality as a patient education tool for people with cancer undergoing immunotherapy: a protocol for a randomised controlled pilot study in a regional setting. BMJ open, 13(6), e071080. doi:10.1136/bmjopen-2022-071080
  • Venkatakrishnan, R., Venkatakrishnan, R., Raveendranath, B., Sarno, D. M., Robb, A. C., Lin, W.-C., & Babu, S. V. (2023). The effects of auditory, visual, and cognitive distractions on cybersickness in virtual reality. IEEE Transactions on Visualization and Computer Graphics. doi:10.1109/TVCG.2023.3293405
  • Walker, R. (2022). Using virtual reality to support first-year online initial teacher education students. ASCILITE Publications, e22113-e22113. doi:10.14742/apubs.2022.113
  • Xu, S., Lu, R., & Liu, P. (2023). Analysis of the advantages of applying VR to education. Advances in Education, Humanities and Social Science Research, 7(1), 236-236. doi:10.56028/aehssr.7.1.236.2023
  • Yu, Z., & Xu, W. (2022). A meta‐analysis and systematic review of the effect of virtual reality technology on users' learning outcomes. Computer applications in engineering education, 30(5), 1470-1484. doi:10.1002/cae.22532
  • Zhao, Y., Bennett, C. L., Benko, H., Cutrell, E., Holz, C., Morris, M. R., & Sinclair, M. (2018). Enabling people with visual impairments to navigate virtual reality with a haptic and auditory cane simulation. Paper presented at the Proceedings of the 2018 CHI conference on human factors in computing systems.
Toplam 58 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Eğitim Psikolojisi
Bölüm Derlemeler
Yazarlar

Ali Geriş 0000-0003-2136-5490

Yayımlanma Tarihi 24 Aralık 2024
Gönderilme Tarihi 5 Temmuz 2024
Kabul Tarihi 9 Kasım 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 12 Sayı: 2

Kaynak Göster

APA Geriş, A. (2024). The EVRIM Framework: Guiding Ethical and Inclusive Virtual Reality Integration in Education. Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi, 12(2), 567-583. https://doi.org/10.52826/mcbuefd.1511454