The Necessary Nine: Design Principles for Embodied VR and Active Stem Education
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The most important predictor of agency in virtual environments is that users have control over their actions and are able to exert that control over parameters in the environment.
“The most important predictor of agency in virtual environments is that users have control over their actions and are able to exert that control over parameters in the environment (Johnson-Glenberg 2019).”
From The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality (2021) · cites this paper as Johnson-Glenberg 2019
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- Authors
- Johnson-Glenberg, M. C.
- Venue
- Smart Computing and Intelligence
- Publisher
- Springer Singapore
- Published
- 2019
- Pages
- 83-112
- ISSN
- 2522-0888 (ISSN-L)
- 2522-0896
- OpenAlex
- W2953538832
- Semantic Scholar
- 3732b7e9e28573c0dc7f4431154d97e1c23fb8af
- Cited by
- 107
- References
- 90
- Citations by year
- 2026: 12 · 2025: 19 · 2024: 26 · 2023: 20 · 2022: 12 · 2021: 14 · 2020: 4
- FWCI
- 19.02
- Type
- book chapter
- Language
- en
- Open access
- closed
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Smart computing and intelligence (publishedVersion)
- Funders
- National Science Foundation
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Physical Sciences › Computer Science › Information Systems › Education and Learning Interventions
- Keywords
- immersive virtual reality, embodied learning, active learning, STEM education, presence, gesture-based interaction, hand controllers, constructivism, 3D virtual worlds
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