Designing an Immersive Virtual Reality Classroom Exploring Behaviour Support Strategies: Visuality Design in and for Education

In this research the authors explore ClasSimVR, a proof-of-concept immersive virtual reality (ivr) application. This software is designed to support pre-service teachers (psts) implementation of a School-Wide Positive Behaviour Interventions and Supports (swpbis) approach to challenging student beha...

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Main Authors: Park, Hayden, Cooper, Grant, Thong, Li Ping
Format: Journal Article
Published: Brill 2022
Online Access:http://hdl.handle.net/20.500.11937/89368
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author Park, Hayden
Cooper, Grant
Thong, Li Ping
author_facet Park, Hayden
Cooper, Grant
Thong, Li Ping
author_sort Park, Hayden
building Curtin Institutional Repository
collection Online Access
description In this research the authors explore ClasSimVR, a proof-of-concept immersive virtual reality (ivr) application. This software is designed to support pre-service teachers (psts) implementation of a School-Wide Positive Behaviour Interventions and Supports (swpbis) approach to challenging student behaviours. ClasSimVR offers users the opportunity to engage with immersive hypothetical scenarios, whereby virtual students display challenging behaviours. Users respond to these behaviours with a range of possible actions aligned with a swpbis approach. The authors draw on a research-through-design (rtd) methodology to explore the design process of ClasSimVR. The article investigates the implications of an expert evaluation (n=5) conducted as part of the design process of creating ClasSimVR. More broadly, this research contributes to the discourse surrounding the design and implementation of immersive learning environments in educational contexts.
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institution Curtin University Malaysia
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last_indexed 2025-11-14T11:31:36Z
publishDate 2022
publisher Brill
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spelling curtin-20.500.11937-893682022-10-17T00:55:50Z Designing an Immersive Virtual Reality Classroom Exploring Behaviour Support Strategies: Visuality Design in and for Education Park, Hayden Cooper, Grant Thong, Li Ping In this research the authors explore ClasSimVR, a proof-of-concept immersive virtual reality (ivr) application. This software is designed to support pre-service teachers (psts) implementation of a School-Wide Positive Behaviour Interventions and Supports (swpbis) approach to challenging student behaviours. ClasSimVR offers users the opportunity to engage with immersive hypothetical scenarios, whereby virtual students display challenging behaviours. Users respond to these behaviours with a range of possible actions aligned with a swpbis approach. The authors draw on a research-through-design (rtd) methodology to explore the design process of ClasSimVR. The article investigates the implications of an expert evaluation (n=5) conducted as part of the design process of creating ClasSimVR. More broadly, this research contributes to the discourse surrounding the design and implementation of immersive learning environments in educational contexts. 2022 Journal Article http://hdl.handle.net/20.500.11937/89368 10.1163/23644583-bja10030 http://creativecommons.org/licenses/by/4.0/ Brill fulltext
spellingShingle Park, Hayden
Cooper, Grant
Thong, Li Ping
Designing an Immersive Virtual Reality Classroom Exploring Behaviour Support Strategies: Visuality Design in and for Education
title Designing an Immersive Virtual Reality Classroom Exploring Behaviour Support Strategies: Visuality Design in and for Education
title_full Designing an Immersive Virtual Reality Classroom Exploring Behaviour Support Strategies: Visuality Design in and for Education
title_fullStr Designing an Immersive Virtual Reality Classroom Exploring Behaviour Support Strategies: Visuality Design in and for Education
title_full_unstemmed Designing an Immersive Virtual Reality Classroom Exploring Behaviour Support Strategies: Visuality Design in and for Education
title_short Designing an Immersive Virtual Reality Classroom Exploring Behaviour Support Strategies: Visuality Design in and for Education
title_sort designing an immersive virtual reality classroom exploring behaviour support strategies: visuality design in and for education
url http://hdl.handle.net/20.500.11937/89368