360° spaces are representations of real locations created using 360° images, enabling viewers to walk through by changing position. As basis for virtual field trips, they have proven to be valuable learning tools. In technological terms, 360° spaces are to be characterized as single-user applications. In contrast, Social VR applications are characterized by multi-user capability and user-specific avatars. From a learning perspective, the concepts of collaborative learning and embodiment have long been proposed as conducive to learning. Both concepts might be supported using Social VR. However, there is hardly any knowledge about the use of 360° spaces and Social VR. Accordingly, the research question arises how Social VR-based 360° spaces are perceived by learners. This article presents a mixed-method evaluation study (N = 16) – using a questionnaire and focus group discussions – of a 360° space based on the Social VR platform Mozilla Hubs used on PCs. The study highlighted the opportunities offered by Social VR-based 360° spaces but also revealed several challenges that need to be addressed to embrace the potential of Social VR-based 360° spaces to be utilized regularly in education. Accordingly, the study represents relevant preparatory work for the use of multi-user 360° spaces in playful learning environments, such as educational escape rooms.

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Combining 360° Spaces and Social VR

  • Suryaprakash Reddy Kalvakolu,
  • Heinrich Söbke,
  • Jannicke Baalsrud Hauge,
  • Eckhard Kraft

摘要

360° spaces are representations of real locations created using 360° images, enabling viewers to walk through by changing position. As basis for virtual field trips, they have proven to be valuable learning tools. In technological terms, 360° spaces are to be characterized as single-user applications. In contrast, Social VR applications are characterized by multi-user capability and user-specific avatars. From a learning perspective, the concepts of collaborative learning and embodiment have long been proposed as conducive to learning. Both concepts might be supported using Social VR. However, there is hardly any knowledge about the use of 360° spaces and Social VR. Accordingly, the research question arises how Social VR-based 360° spaces are perceived by learners. This article presents a mixed-method evaluation study (N = 16) – using a questionnaire and focus group discussions – of a 360° space based on the Social VR platform Mozilla Hubs used on PCs. The study highlighted the opportunities offered by Social VR-based 360° spaces but also revealed several challenges that need to be addressed to embrace the potential of Social VR-based 360° spaces to be utilized regularly in education. Accordingly, the study represents relevant preparatory work for the use of multi-user 360° spaces in playful learning environments, such as educational escape rooms.