ClasSimVR

The use of immersive virtual reality technology (IVR) has the potential to transform traditional educational practices. Within initial teacher education programs, IVR presents many opportunities as simulated classrooms can afford an accessible space for assisting pre-service teachers (PSTs) with lea...

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Main Authors: Park, Hayden, Cooper, Grant, Thong, Li Ping, Carr, Nicola
Format: Non traditional textual works
Published: Valve Corporation 2022
Online Access:http://hdl.handle.net/20.500.11937/89324
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author Park, Hayden
Cooper, Grant
Thong, Li Ping
Carr, Nicola
author_facet Park, Hayden
Cooper, Grant
Thong, Li Ping
Carr, Nicola
author_sort Park, Hayden
building Curtin Institutional Repository
collection Online Access
description The use of immersive virtual reality technology (IVR) has the potential to transform traditional educational practices. Within initial teacher education programs, IVR presents many opportunities as simulated classrooms can afford an accessible space for assisting pre-service teachers (PSTs) with learning and practicing the knowledge and skills required in the profession. The aim of this research is to demonstrate a proof-of-concept of IVR classroom that intends to assist pre-service teachers with learning school-wide positive behaviour interventions and supports (SWPBIS) strategies for supporting low-level challenging behaviours. This involves the design and development of an IVR classroom environment, ClasSimVR. To the best of our knowledge, this represents the first use of an IVR serious game for this purpose. This research contributes to the discourse surrounding the design, development, and implementation of both IVR environments and serious games for learning SWPBIS strategies within initial teacher education programs.
first_indexed 2025-11-14T11:31:29Z
format Non traditional textual works
id curtin-20.500.11937-89324
institution Curtin University Malaysia
institution_category Local University
last_indexed 2025-11-14T11:31:29Z
publishDate 2022
publisher Valve Corporation
recordtype eprints
repository_type Digital Repository
spelling curtin-20.500.11937-893242023-02-08T08:00:44Z ClasSimVR Park, Hayden Cooper, Grant Thong, Li Ping Carr, Nicola The use of immersive virtual reality technology (IVR) has the potential to transform traditional educational practices. Within initial teacher education programs, IVR presents many opportunities as simulated classrooms can afford an accessible space for assisting pre-service teachers (PSTs) with learning and practicing the knowledge and skills required in the profession. The aim of this research is to demonstrate a proof-of-concept of IVR classroom that intends to assist pre-service teachers with learning school-wide positive behaviour interventions and supports (SWPBIS) strategies for supporting low-level challenging behaviours. This involves the design and development of an IVR classroom environment, ClasSimVR. To the best of our knowledge, this represents the first use of an IVR serious game for this purpose. This research contributes to the discourse surrounding the design, development, and implementation of both IVR environments and serious games for learning SWPBIS strategies within initial teacher education programs. 2022 Non traditional textual works http://hdl.handle.net/20.500.11937/89324 Valve Corporation restricted
spellingShingle Park, Hayden
Cooper, Grant
Thong, Li Ping
Carr, Nicola
ClasSimVR
title ClasSimVR
title_full ClasSimVR
title_fullStr ClasSimVR
title_full_unstemmed ClasSimVR
title_short ClasSimVR
title_sort classimvr
url http://hdl.handle.net/20.500.11937/89324