TY - JOUR
T1 - Can you see Orion?
T2 - Knowledge construction and collaborative discourse while problem solving with virtual reality
AU - Planey, James
AU - Kim, Taehyun
AU - Mercier, Emma
AU - Lindgren, Robb
N1 - This material is based upon work supported by the National Science Foundation under grant number #1822796. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation. The research described in this manuscript was approved by the University of Illinois Office for the Protection of Research Subjects (IRB #19842). The authors would like to acknowledge the work of Nathan Kimball, Chris Hart, and Noah Paessel at the Concord Consortium for their contributions to the development and testing of the digital environment. In addition, thanks to Jina Kang and Morgan Diedrich at Utah State University for their contributions facilitating the classroom enactment and software log analysis. Finally, we thank the collaborating teachers at both Parkland and Middlesex community colleges for their valuable feedback and willingness to test new approaches to astronomy education
PY - 2024/10/20
Y1 - 2024/10/20
N2 - Immersive technologies have the potential to play unique roles in the collaborative problem-solving process. To advance research in these contexts, new methods of documenting group collaboration with technology are necessary. The goal of this paper is to develop and utilize a coding scheme that enables investigation of the nature of collaborative interactions within the context of a shared virtual reality (VR) and tablet computer astronomy simulation. This multi-device environment was integrated into the laboratory learning of an undergraduate introductory astronomy course. Two exemplar groups were identified and reviewed for diversity of collaboration and technology interactions. Informed by existing coding practices for collaborative learning, these observations were then used to generate the coding scheme. Coding results reveal that task complexity contributed to an increase in diverse collaboration, and users who switched between technology platforms showed marked differences in their interactions with group members. Moments of discourse when group members were sharing the same simulation view were typically oriented around the acquisition of new knowledge and were often followed by bursts of productive discourse. We discuss the utility of our coding scheme alongside implications of this work via insight into what constitutes understanding in collaborative contexts augmented by immersive and networked technologies.
AB - Immersive technologies have the potential to play unique roles in the collaborative problem-solving process. To advance research in these contexts, new methods of documenting group collaboration with technology are necessary. The goal of this paper is to develop and utilize a coding scheme that enables investigation of the nature of collaborative interactions within the context of a shared virtual reality (VR) and tablet computer astronomy simulation. This multi-device environment was integrated into the laboratory learning of an undergraduate introductory astronomy course. Two exemplar groups were identified and reviewed for diversity of collaboration and technology interactions. Informed by existing coding practices for collaborative learning, these observations were then used to generate the coding scheme. Coding results reveal that task complexity contributed to an increase in diverse collaboration, and users who switched between technology platforms showed marked differences in their interactions with group members. Moments of discourse when group members were sharing the same simulation view were typically oriented around the acquisition of new knowledge and were often followed by bursts of productive discourse. We discuss the utility of our coding scheme alongside implications of this work via insight into what constitutes understanding in collaborative contexts augmented by immersive and networked technologies.
KW - Astronomy education
KW - Collaborative learning
KW - Immersive virtual reality
KW - Multi-device simulations
UR - https://www.scopus.com/pages/publications/85165620408
UR - https://www.scopus.com/pages/publications/85165620408#tab=citedBy
U2 - 10.1080/10494820.2023.2239290
DO - 10.1080/10494820.2023.2239290
M3 - Article
AN - SCOPUS:85165620408
SN - 1049-4820
VL - 32
SP - 5822
EP - 5835
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 9
ER -