Exploring Embodied Learning and XR Technologies in Online Education

Exploring Embodied Learning and XR Technologies in Online Education

Sunok Lee, Daeun Kim, Yura Jeong, Jeeheon Ryu
Copyright: © 2024 |Pages: 24
ISBN13: 9798369307625|ISBN13 Softcover: 9798369346631|EISBN13: 9798369307632
DOI: 10.4018/979-8-3693-0762-5.ch013
Cite Chapter Cite Chapter

MLA

Lee, Sunok, et al. "Exploring Embodied Learning and XR Technologies in Online Education." Humanizing Online Teaching and Learning in Higher Education, edited by Laura E. Gray and Shernette D. Dunn, IGI Global, 2024, pp. 263-286. https://doi.org/10.4018/979-8-3693-0762-5.ch013

APA

Lee, S., Kim, D., Jeong, Y., & Ryu, J. (2024). Exploring Embodied Learning and XR Technologies in Online Education. In L. Gray & S. Dunn (Eds.), Humanizing Online Teaching and Learning in Higher Education (pp. 263-286). IGI Global. https://doi.org/10.4018/979-8-3693-0762-5.ch013

Chicago

Lee, Sunok, et al. "Exploring Embodied Learning and XR Technologies in Online Education." In Humanizing Online Teaching and Learning in Higher Education, edited by Laura E. Gray and Shernette D. Dunn, 263-286. Hershey, PA: IGI Global, 2024. https://doi.org/10.4018/979-8-3693-0762-5.ch013

Export Reference

Mendeley
Favorite

Abstract

The concept of embodiment has been central to the design of extended reality (XR) technologies and is one of the keys to immersive learning. However, there is still a need for further conceptual frameworks to aid developers, practitioners, and educators in comprehending the various facets of embodiment and their impact on learning. This gap becomes apparent when examining the revised taxonomy that includes layers for interactive learning experiences in digital technologies. In this context, this chapter aims to address this deficiency by presenting a design case focused on a digital art application leveraging XR technology. By integrating sensorimotor information based on kinetic movements, the application aims to enrich the tactile painting experience within liberal arts education. Developed for Hololens2, the XR art application incorporates interactive elements such as avatars, narratives, multi-sensory features, and tools for creating artifacts. Throughout the chapter, the authors offer insights into the considerations taken during the interface and interaction design phases, particularly emphasizing the promotion of immersive engagement.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.