Instructional Design in the Metaverse References

 


As I post my Instructional Design in the Metaverse article series, I'm trying to add web links as directly as possible to the references, bearing in mind that most of my readers are like me and might not have institutional library access.

However, I respect that some folks might want the whole formatted enchilada. So here you go!

References


Abbas, A., Seo, J., Ahn, S., Luo, Y., Wyllie, M. J., Lee, G., & Billinghurst, M. (2023). How immersive virtual reality safety training system features impact learning outcomes: An experimental study of forklift training. Journal of Management in Engineering, 39(1), 04022068.

Alger, M. (2015, September). Visual design methods for virtual reality. Ravensbourne. http://aperturesciencellc.com/vr/VisualDesignMethodsforVR MikeAlger.pdf

Alger, M. (2020). XR design theory and practice for digital eyewear. [Video]. YouTube. https://youtu.be/4o__z7aPlMw

Asare, A. H. Y., Annan, J. N., & Ngman-Wara, E. I. (2022). The Effect of virtual laboratory on student teachers’ achievement in integrated science in Bagabaga College of Education, Tamale, Ghana. European Journal of Research and Reflection in Educational Sciences, 10(1).

Bailenson, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. WW Norton & Company.

Beck, D., Morgado, L., & O'Shea, P. (2023). Educational practices and strategies with immersive learning environments: Mapping of reviews for using the metaverse. IEEE Transactions on Learning Technologies.

Bretan, J. (2020, August 8). How teachers in Poland used Half-Life: Alyx and VR for remote teaching during a global pandemic. UploadVR. https://www.uploadvr.com/teachers-poland-half-life-alyx-vr/

Checa, D., & Bustillo, A. (2023). Virtual reality for learning. In: Current Topics in Behavioral Neurosciences. Springer, Berlin, Heidelberg. https://doi.org/10.1007/7854_2022_404

Clark, D. (2022). Learning experience design: How to create effective learning that works. Kogan Page Publishers.

Clark, J. L. (2021, October 8). Recommendations for accessible pedagogy with immersive technology. #DLFteach Publications, 2. https://dlfteach.pubpub.org/pub/vol2-clark-recommendations-for-accessible-pedagogy-with-immersive-technology

Clark, R. C., & Mayer, R. E. (2016). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. John Wiley & Sons.

Cofré, H., Núñez, P., Santibáñez, D., Pavez, J. M., Valencia, M., & Vergara, C. (2019). A critical review of students’ and teachers’ understandings of nature of science. Science & Education, 28, 205-248.

Cummings, J. J., & Bailenson, J. N. (2016). How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media psychology, 19(2), 272-309.

Decherney, P. & Levander, C. (2020, April 23). The hottest job in higher education: Instructional designer. Inside Higher Ed. https://www.insidehighered.com/digital-learning/blogs/education-time-corona/hottest-job-higher-education-instructional-designer

Dede, C. (2021). Looking back: Insights from a century of cumulative research in immersive learning [Video]. YouTube. https://www.youtube.com/live/l3tw6O8Hn-s?feature=share&t=1663

Dodds, H. E. (2021). Immersive learning environments: Designing XR into higher education. A Practitioner's Guide to Instructional Design in Higher Education. EdTech Books. https://edtechbooks.org/id_highered/immersive_learning_e

Dreimane, L. F. (2020). Virtual reality learning experience evaluation tool for instructional designers and educators. In New perspectives on virtual and augmented reality (pp. 3-21). Routledge.

Eckert, D., & Mower, A. (2020). The effectiveness of virtual reality soft skills training in the enterprise: a study. https://www.pwc.com/us/en/services/consulting/technology/emerging-technology/assets/pwc-understanding-the-effectiveness-of-soft-skills-training-in-the-enterprise-a-study.pdf

Faller, P. (2017, October 3). Putting people first: Tips and advice from UX pioneer Don Norman. Adobe Blog. https://blog.adobe.com/en/publish/2017/10/03/putting-people-first-tips-and-advice-from-ux-pioneer-don-norman

Fowler, C. (2015). Virtual reality and learning: Where is the pedagogy? British journal of educational technology, 46(2), 412-422.

Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2021). Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education, 8(1), 1-32.

Honebein, P. C., & Reigeluth, C. M. (2023). How do we solve a problem like media and methods. In: West, R., & Leary, H. (Eds.), Foundations of learning and instructional design technology. https://edtechbooks.org/foundations_of_learn/also_32_media_method/simple

Huang, W., Roscoe, R. D., Johnson‐Glenberg, M. C., & Craig, S. D. (2021). Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion. Journal of Computer Assisted Learning, 37(3), 745-758.

Hughes, A. M., Gregory, M. E., Joseph, D. L., Sonesh, S. C., Marlow, S. L., Lacerenza, C. N., Benishek, L.E., King, H. B., & Salas, E. (2016). Saving lives: A meta-analysis of team training in healthcare. Journal of Applied Psychology, 101(9), 1266.

Jaehnig, J. (2022, November 11). ExpressVPN survey explores immersive tech in the workplace. AR Post. https://arpost.co/2022/11/11/expressvpn-survey-immersive-tech-workplace/

Johnson-Glenberg, M. C. (2018). Immersive VR and education: Embodied design principles that include gesture and hand controls. Frontiers in Robotics and AI, 81.

Johnson‐Glenberg, M. C., Bartolomea, H., & Kalina, E. (2021). Platform is not destiny: Embodied learning effects comparing 2D desktop to 3D virtual reality STEM experiences. Journal of Computer Assisted Learning, 37(5), 1263-1284.

Kaplan, A. D., Cruit, J., Endsley, M., Beers, S. M., Sawyer, B. D., & Hancock, P. A. (2021). The effects of virtual reality, augmented reality, and mixed reality as training enhancement methods: A meta-analysis. Human factors, 63(4), 706-726.

Khan Academy. (2017). Pixar in a box: Introduction to storytelling [Video]. YouTube. https://youtu.be/1rMnzNZkIX0

Lederman, N.G., & Lederman, J.S. (2016). Publishing findings that are not significant: Can non-significant findings be significant? J Sci Teacher Educ 27, 349–355. https://doi.org/10.1007/s10972-016-9475-2

Lichaw, D. (2016). The user's journey: Storymapping projects that people love. New York: Rosenfeld Media

Makransky, G. (2023). The immersion principle in multimedia learning. In R. E. Mayer & L. Fiorella (Eds.), The Cambridge handbook of multimedia learning (pp. 296–302). (3rd ed.). New York: Cambridge University Press.

Makransky, G., Borre‐Gude, S., & Mayer, R. E. (2019). Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. Journal of Computer Assisted Learning, 35(6), 691-707.

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.

Markowitz, D. M., Laha, R., Perone, B. P., Pea, R. D., & Bailenson, J. N. (2018). Immersive virtual reality field trips facilitate learning about climate change. Frontiers in psychology, 9, 2364.

Mayer, R. E. (2020). Multimedia learning (3rd ed). New York: Cambridge University Press. https://www.cambridge.org/highereducation/books/multimedia-learning/FB7E79A165D24D47CEACEB4D2C426ECD#overview


Metcalf, S. J., Chen, J. A., Kamarainen, A. M., Frumin, K. M., Vickrey, T. L., Grotzer, T. A., & Dede, C. J. (2019). Transitions in student motivation during a MUVE-based ecosystem science curriculum: An evaluation of the novelty effect. In Emerging technologies in virtual learning environments (pp. 96-115). IGI Global.

MIT Teaching and Learning Lab. (2023). Where to start: Backward design https://tll.mit.edu/teaching-resources/course-design/backward-design/

National Academies of Sciences, Engineering, and Medicine (2018). How people learn II: Learners, contexts, and cultures. Washington, DC: The National Academies Press. https://doi.org/10.17226/24783

Ochs, C., & Sonderegger, A. (2022). The interplay between presence and learning. Frontiers in Virtual Reality, 3, 742509.

Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785.

Parong, J., & Mayer, R. E. (2021). Cognitive and affective processes for learning science in immersive virtual reality. Journal of Computer Assisted Learning, 37(1), 226-241.

Praetorius, A. S., & Görlich, D. (2020, September). How avatars influence user behavior: A review on the proteus effect in virtual environments and video games. In Proceedings of the 15th International Conference on the Foundations of Digital Games (pp. 1-9).

Reigeluth, C. M., & Carr-Chellman, A. A. (Eds.). (2009). Instructional-design theories and models, volume III: Building a common knowledge base. (Vol. 3). Routledge.

Reigeluth, C. M., & Honebein, P. C. (2023). Will instructional methods and media ever live in unconfounded harmony? Generating useful media research via the instructional theory framework. Educational technology research and development, 1-21.

Sahu, C. K., Young, C., & Rai, R. (2021). Artificial intelligence (AI) in augmented reality (AR)-assisted manufacturing applications: a review. International Journal of Production Research, 59(16), 4903-4959.

Schmidt, M., & Glaser, N. (2021). Investigating the usability and learner experience of a virtual reality adaptive skills intervention for adults with autism spectrum disorder. Educational Technology Research and Development, 69(3), 1665-1699.

Seymour, N. E., Gallagher, A. G., Roman, S. A., O’brien, M. K., Bansal, V. K., Andersen, D. K., & Satava, R. M. (2002). Virtual reality training improves operating room performance: results of a randomized, double-blinded study. Annals of surgery, 236(4), 458.

Shi, F., & Evans, J. (2023). Surprising combinations of research contents and contexts are related to impact and emerge with scientific outsiders from distant disciplines. Nature Communications, 14(1), 1641.

Spilka, D. (2023, February 10). Immersive inspiration: Why extended reality learning holds multi-sector potential. AR Post. https://arpost.co/2023/02/10/extended-reality-learning-potential/

Stanford University. (2023). Teacher-centered vs. Student-centered course design. https://teachingcommons.stanford.edu/teaching-guides/foundations-course-design/theory-practice/teacher-centered-vs-student-centered

Thalheimer, W. (2006). Spacing learning events over time: What the research says. https://www.worklearning.com/wp-content/uploads/2017/10/Spacing_Learning_Over_Time__March2009v1_.pdf

Thalheimer, W. (2018). The learning-transfer evaluation model: Sending messages to enable learning effectiveness. https://www. worklearning.com/wp-content/uploads/2018/02/Thalheimer-The-Learning-Transfer-Evaluation-Model-Report-for-LTEM-v11a-002.pdf

Tlili, A., Huang, R., Shehata, B., Liu, D., Zhao, J., Metwally, A,, Wang, H., Denden, M., Bozkurt, A., Lee, L., Beyoglu, D., Altinay, F., Sharma, R.C., Altinay, Z., Li, Z., Liu, J., Ahmad, F., Hu, Y., Salha, S.,… Burgos, D. (2022). Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis. Smart Learning Environments, 9: 24.

Uttl, B., White, C. A., & Gonzalez, D. W. (2017). Meta-analysis of faculty's teaching effectiveness: Student evaluation of teaching ratings and student learning are not related. Studies in Educational Evaluation, 54, 22-42.

Victor, M. (2023). The impact of virtual reality on historical education: An investigation into the effectiveness and efficacy of immersive learning experiences. International Journal of History Research, 3(2), 27-38.

Washburn, B. (2022). Instructional design for non-training professionals. Endurance Learning. https://endurancelearning.com/blog/id-for-non-training-professionals/

Yeung, K. L., Carpenter, S. K., & Corral, D. (2021). A comprehensive review of educational technology on objective learning outcomes in academic contexts. Educational psychology review, 1-48.

Zielinski, D. (2021, March 8). The growing impact of virtual reality training. HR Magazine. https://www.shrm.org/hr-today/news/hr-magazine/spring2021/pages/virtual-reality-training-spreads-its-wings.aspxZiker, C., Truman, B., & Dodds, H. (2021). Cross reality (XR): Challenges and opportunities across the spectrum. In: Ryoo, J., & Winkelmann, K. (Eds.) Innovative Learning Environments in STEM Higher Education. SpringerBriefs in Statistics. Springer, Cham. https://doi.org/10.1007/978-3-030-58948-6_4