Science, technology, engineering, and mathematics, collectively referred to as STEM, are the four key disciplines that drive our world today. And our world is our reality, be that reality physical or virtual or some mixture of the two.
Of course, research and development (R&D) is foundational to each discipline in STEM. I like to think of development as an action verb describing the experimentation of experiential learning. Research is then the action verb describing the hunt for the results of this experiential learning. Ergo, R&D is fundamental to STEM. Development via experiences generates the learned knowledge, and documenting both the process of obtaining that knowledge and the resulting knowledge itself constitutes the literature used by those researching the topic.
Promoting one’s own research and contributing it to the collective body of knowledge (BoK) allows society to benefit from its members’ efforts to improve itself and advance to even more knowledge.
Here are some of the fruits of my research labor to support my extended reality habits:
References
- Baruque, L. B., & Melo, R. N. (2004). Learning Theory and Instructional Design Using Learning Objects. Journal of Educational Multimedia and Hypermedia, 13(4), 343-370. Retrieved from https://libproxy.library.unt.edu/login?url=https://www.proquest.com/scholarly-journals/learning-theory-instructional-design-using/docview/205849914/se-2?accountid=7113
- de Laat, M., Joksimovic, S., & Ifenthaler, D. (2020). Artificial intelligence, real-time feedback and workplace learning analytics to support in situ complex problem-solving: a commentary. International Journal of Information and Learning Technology. Retrieved from https://www.emerald.com/insight/content/doi/10.1108/IJILT-03-2020-0026/full/html#sec002
- El Kharki, K., Berrada, K., & Burgos, D. (2021). Design and Implementation of a Virtual Laboratory for Physics Subjects in Moroccan Universities. Sustainability, 13(7), 3711. https://doi.org/10.3390/su13073711
- Fabris, C. P., Rathner, J. A., Fong, A. Y., & Sevigny, C. P. (2019). Virtual Reality in Higher Education. International Journal of Innovation in Science and Mathematics Education, 27(8), 69-80. Retrieved from https://libproxy.library.unt.edu/login?url=https://www.proquest.com/scholarly-journals/virtual-reality-higher-education/docview/2309409471/se-2
- Grimalt-Álvaro, C., & Usart , M. (2023). Sentiment analysis for formative assessment in higher education: a systematic literature review. Journal of Computing in Higher Education. https://doi.org/10.1007/s12528-023-09370-5
- Kaplan-Rakowski, R., Cockerham, D., & Ferdig, R. E. (2023). The impact of sound and immersive experience on learners when using virtual reality and tablet: A mixed-method study. British Journal of Educational Technology , 55(4), 1560-1582. https://doi.org/10.1111/bjet.13417
- Kelkar, S. (2022). Between AI and Learning Science: The Evolution and Commercialization of Intelligent Tutoring Systems. IEEE Annals of the History of Computing, 44(1), 20-30. https://doi.org/10.1109/MAHC.2022.3143816
- Kim, W.-H., & Kim, J.-H. (2020). Individualized AI Tutor Based on Developmental Learning Networks. IEEE Access, 8, 27927-27937. https://doi.org/10.1109/ACCESS.2020.2972167
- Lampropoulos, G., & Kinshuk. (2024). Virtual reality and gamification in education: a systematic review. Educational technology research and development, 72, 1691-785. https://doi.org/10.1007/s11423-024-10351-3
- Ludlow, B. L. (2015). Virtual Reality: Emerging Applications and Future Directions. Rural Special Education Quarterly, 34(3), 3-10. Retrieved from https://doi-org.libproxy.library.unt.edu/10.1177/875687051503400302
- Muršić, S. (2020). The Exploration of Barriers to Engagement in Individual and Collaborative Learning With Mobile Augmented Reality Materials. Journal of Educational Multimedia and Hypermedia, 29(4), 341-359. Retrieved from https://www-learntechlib-org.libproxy.library.unt.edu/primary/p/217502/.
- PricewaterhouseCoopers. (2020, June 25). The Effectiveness of Virtual Reality Soft Skills Training in the Enterprise: A Study. Retrieved from PricewaterhouseCoopers dba PWC: 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
- Rami, S., Bennani, S., & Idrissi, M. K. (2022). Cognitive Learning Style Detection in e-Learning Environments using Artificial Neural Network. International Journal of Emerging Technologies in Learning, 17(17), 62-77. https://doi.org/10.3991/ijet.v17i17.30243
- Soliman, M., Pesyridis, A., Dalaymani-Zad, D., Gronfula, M., & Kourmpetis, M. (2021). The Application of Virtual Reality in Engineering Education. Applied Sciences, 11(6), 2879. https://doi.org/10.3390/app11062879
- Stanney, K. M., Skinner, A., & Hughes, C. (2023). Exercisable Learning-Theory and Evidence-Based Andragogy for Training Effectiveness using XR (ELEVATE-XR): Elevating the ROI of Immersive Technologies. International Journal of Human-Computer Interaction, 39(11), 2177-2198. https://doi.org/10.1080/10447318.2023.2188529
- Vasarainen, M., Paavola, S., & Folger, L. (2021). A Systematic Literature Review on Extended Reality: Virtual, Augmented and Mixed Reality in Working Life. International Journal of Virtual Reality, 21(2), 1-28. https://doi.org/10.20870/IJVR.2021.21.2.4620
Do you grok the BoK?