Conference Agenda
Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
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Daily Overview |
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SES_46: Virtual and digital support for learning processes
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| Presentations | ||
3:30pm - 4:00pm
VR Microteaching for Teacher Education 1SUPSI, Scuola universitaria professionale della Svizzera italiana; 2FFSH, Fernfachhochschule Schweiz The integration of Virtual Reality (VR) into teacher education provides significant opportunities to enhance educational practices, potentially bridging the gap between theoretical knowledge and practical application. Such a bridge is critical for preparing future teachers to handle classroom dynamics more effectively (Yilmaz & Coşkun, 2023). While VR, even with today’s technologies, cannot match the complexity and multi-faceted reality of an actual classroom, numerous studies have highlighted the effective role of immersive VR environments in promoting key skills among student teachers, including classroom management, empathy, and reflective practices. Huang et al. (2022) found that VR environments fostered greater interest and self-efficacy in classroom management compared to conventional video-based training methods, indicating that VR can provide authentic training experiences. Furthermore, the emotional engagement fostered through VR training contributes to developing critical professional competencies. Studies suggest that providing students with the ability to practice in simulated environments helps enhance their empathy and reflective skills, which are essential components of effective teaching (Stavroulia & Lanitis, 2019). Despite the promising outcomes associated with VR training, effective implementation is contingent upon adequate infrastructure and comprehensive training of teacher educators (Yilmaz & Coşkun, 2023). Moreover, some studies suggest that current simulations often lack the necessary complexity, which could undermine their effectiveness as pedagogical tools. Huang et al. (2021) indicate that extended, immersive experiences that gradually scale in complexity would better prepare teachers for real-world teaching challenges. As complexity increases, it becomes crucial to consider that VR-assisted training is only effective if embedded in proper preparation and debriefing (Petersen et al., 2023). For the latter, we argue analytical insights drawn from VR environments can enhance knowledge transfer processes via enhanced, data-driven reflection. Addressing these challenges, the SILVA project – funded by a Movetia grant – implements a novel way of using VR to educate future teachers. It builds on a Swiss-South African partnership (project LAVIR) that focuses on micro-teaching practices in science education (i.e., on short teaching and learning segments), and blends in Learning Analytics as a reflective tool. SILVA demonstrates how VR training tools can be transferred across institutions and contexts: adapting LAVIR from South African to Swiss settings, with localization for Italian and German instruction and Swiss middle school pedagogy. With SILVA, pre-service teachers can safely practice their teaching with their peers and improve their lesson reflection using a Learning Analytics dashboard based on data collected during the VR-delivered lesson. This contribution will showcase the SILVA VR environment and present data collected in South Africa and Switzerland to validate its impact in teacher education. 4:00pm - 4:30pm
The Influence of Co-Regulation in Clash Resolution Performance Across VR Modalities in Interprofessional Teams. 1EHB, Schweiz; 2gibb, Bern; 3bs08, Hamburg Virtual reality (VR) is becoming an important extension of Building Information Modeling (BIM) workflows in the Architecture, Engineering, and Construction (AEC) sector, especially for collaborative model review and coordination. These reviews are typically carried out in interprofessional teams (e.g., across design, engineering, and construction roles), where disciplinary perspectives must be aligned to detect and resolve clashes. In this context, platforms such as Autodesk Workshop XR allow interprofessional teams to enter shared BIM models as avatars and conduct real-time design and clash reviews. Accordingly, the study addresses three questions: (1) whether co-regulation differs between interprofessional apprentice teams working in DVR versus IVR; (2) whether co-regulation predicts clash‐resolution performance when DVR versus IVR is controlled; and (3) how VR modality and co-regulation jointly relate to performance. To investigate these questions, we involved forty apprentices (N = 40) from two professions (building technology apprentices and draftsmen) and divided them into 10 interprofessional teams of four, with balanced profession representation. Teams were randomly assigned to either IVR or DVR in a between-groups design. All teams used the same BIM house model in Autodesk Workshop XR to resolve twenty predefined clashes while collaborating either as avatars (in IVR) or without embodiment (in DVR). Data related to demographics and VR/BIM experience (own scale), motivation (Situational Motivation Scale SIMS, Guay et. al., 2000), presence (Heck et.al., 2021) and co-regulation (Co-Regulated Learning Questionnaire CRLQ, Olakanmi, 2016), were collected via questionnaires pre- and post-treatment (Pre-treatment: demographics, VR/BIM experience and motivation; post-treatment: motivation, presence, co-regulation). Resolution Performance was also measured by: (a) number of detected clashes, (b) time to resolve each clash, (c) quality of the resolution, and (d) completeness of the resolution. Two experts pre-assessed every clash and defined at least four possible resolutions to enable standardized scoring. Results are not available yet, as data collection is running now (and will be completed by mid-December 2025), but they will certainly be presented at the conference. By integrating the above-reported measures with detailed performance scoring, the study responds to a key gap in the field: existing BIM VR-modality studies have mainly focused on usability and performance outcomes, while the process-level of co-regulation that may underpin effective clash resolution has received little attention. Understanding team regulation helps to improve VR reviews not only in terms of speed, but also in terms of decision quality and practical feasibility. 4:30pm - 5:00pm
Digitale Scaffolds im Unterricht: Technische Umsetzung und Rückmeldungen aus der Praxis 1PHSG, Switzerland; 2Pädagogische Hochschule der Fachhochschule Nordwestschweiz (FHNW), Schweiz Abstract | ||