| 研究生: |
劉慧婷 Hui-Ting Liu |
|---|---|
| 論文名稱: |
VISTA Learning Model:結合具身互動、AI即時評測與第三人稱視角之多模態數位實境學習設計 VISTA Learning Model: Designing for Multimodal Learning through Embodied Interaction, Real-Time AI Assessment, and Third-Person Perspective in Digital Reality |
| 指導教授: |
陳國棟
Gwo-Dong Chen |
| 口試委員: | |
| 學位類別: |
碩士 Master |
| 系所名稱: |
資訊電機學院 - 資訊工程學系 Department of Computer Science & Information Engineering |
| 論文出版年: | 2025 |
| 畢業學年度: | 113 |
| 語文別: | 中文 |
| 論文頁數: | 108 |
| 中文關鍵詞: | VISTA學習模型 、多模態互動 、AI即時評測 、數位實境 、具身認知 、情境學習 、未來自我連續性 、實務導向學習 |
| 外文關鍵詞: | VISTA Learning Model, Multimodal Interaction, Real-Time AI Assessment, Digital Reality, Embodied Cognition, Situated Learning, Future Self-Continuity, Practice-Based Learning |
| 相關次數: | 點閱:17 下載:0 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
本研究提出一套整合式學習模型VISTA Learning Model (Virtual Integrated Sensorimotor-Situated Training with AI),融合具身互動、實物操作、多模態AI即時評測、未來自我動機導向學習與第三人稱視角觀察機制,建構具備情境模擬與即時回饋功能的數位實境學習環境,以回應專業實務導向學科對多模態知識學習的真實需求。傳統教室教學長期侷限於紙本與語言知識的傳授方式,難以支持學習者在感知、動作與空間理解等層面的深層學習;而現有虛擬實境系統多聚焦於視覺模擬與控制器操作,缺乏對身體與感官參與的整合支持。
本研究以科技大學餐旅系專業課程為實驗場域,依教學介入層級分為三組:使用VISTA模型的數位實境整合介入組、使用控制器操作的數位實境基礎介入組、採用傳統角色扮演教學法的對照組。透過前後測與問卷調查,分析各組學習者在學習成效、專業身份認同、未來自我連續性、學習動機、認知負荷與行為主體感等層面的表現差異。
研究結果顯示,完整介入組在多模態學習成效、專業身份認同與未來自我連續性等面向皆顯著優於其他組別,並能有效降低外在認知負荷、提升相關負荷與行為主體感。本研究驗證了VISTA模型在促進具身與多模態知識整合、強化情境學習動機與自我覺察、優化認知資源分配上的應用潛力,亦為專業實務導向學科的數位教學轉型提供具體實證與設計參考。
This study proposes the VISTA Learning Model (Virtual Integrated Sensorimotor-Situated Training with AI), an integrated learning framework that combines embodied interaction, physical object manipulation, real-time multimodal AI assessment, future-self guided motivation, and third-person perspective observation. The model aims to construct a digitally situated learning environment with contextual simulation and instant feedback to address the authentic needs of multimodal knowledge acquisition in practice-oriented disciplines. Traditional classroom teaching often relies on textual and linguistic content, failing to support learners’ deeper engagement in perception, motor coordination, and spatial understanding. Meanwhile, existing virtual reality systems tend to emphasize visual simulation and controller-based operations, lacking integration of bodily and sensory involvement.
The study was conducted in a professional hospitality course at a university of technology, dividing participants into three groups based on instructional intervention level: (1) a fully integrated intervention group using the VISTA model; (2) a basic intervention group using digital reality with controller-based interaction; and (3) a control group adopting traditional role-play teaching methods. Pre- and post-tests, along with questionnaires, were employed to analyze group differences in learning outcomes, professional identity, future self-continuity, learning motivation, cognitive load, and sense of agency.
The results indicate that the fully integrated group significantly outperformed the others in multimodal learning outcomes, professional identity, and future self-continuity. It also effectively reduced extraneous cognitive load while enhancing germane load and sense of agency. The study validates the VISTA model's potential in promoting the integration of embodied and multimodal knowledge, enhancing situated learning motivation and self-awareness, and optimizing cognitive resource allocation. It also offers empirical evidence and practical design implications for the digital transformation of practice-oriented professional education.
黃招憲、郭德信、王淑麗 (2005)。餐旅日語(上)。致良出版社。
黃招憲、許惠端、王靖絜 (2010)。餐旅日語(下)。致良出版社。
劉慧婷、楊舒涵、任家駿、王振漢、莊永裕、陳國棟(2025)。提供實物操作、實體空間感官與運動回饋,以及多模態人工智慧評測的數位情境學習環境。第二十九屆全球華人計算機教育應用大會(GCCCE 2025),江蘇,中國。
Adam, H., & Galinsky, A. D. (2012). Enclothed cognition. Journal of Experimental Social Psychology, 48(4), 918–925. https://doi.org/10.1016/j.jesp.2012.02.008
Ait Baha, T., El Hajji, M., Es-Saady, Y., & Fadili, H. (2024). The impact of educational chatbot on student learning experience. Education and Information Technologies, 29, 10153–10176. https://doi.org/10.1007/s10639-023-12166-w
Alam, A. (2023). Harnessing the power of AI to create intelligent tutoring systems for enhanced classroom experience and improved learning outcomes. In G. Rajakumar, K. L. Du, & Á. Rocha (Eds.), Intelligent communication technologies and virtual mobile networks. ICICV 2023 (Lecture Notes on Data Engineering and Communications Technologies, Vol. 171, pp. 571–591). Springer. https://doi.org/10.1007/978-981-99-1767-9_42
Albus, P., Vogt, A., & Seufert, T. (2021). Signaling in virtual reality influences learning outcome and cognitive load. Computers & Education, 166, 104154. https://doi.org/10.1016/j.compedu.2021.104154
Attaran, M., & Celik, B. (2023). Digital Twin: Benefits, use cases, challenges, and opportunities. Decision Analytics Journal, 6, 100165 https://doi.org/10.1016/j.dajour.2023.100165
Barsalou, L. W. (2008). Grounded Cognition. Annual Review of Psychology, 59, 617-645. https://doi.org/10.1146/annurev.psych.59.103006.093639
Bhutoria, A. (2022) Personalized Education and Artificial Intelligence in the United States, China, and India: A Systematic Review Using a Human-in-The-Loop Model. Computers and Education: Artificial Intelligence, 3, 100068. https://doi.org/10.1016/j.caeai.2022.100068
Bixter, M. T., McMichael, S. L., Bunker, C. J., Adelman, R. M., Okun, M. A., Grimm, K. J., Graudejus, O., & Kwan, V. S. Y. (2020). A test of a triadic conceptualization of future self-identification. Plos One, 15(11), e0242504. https://doi.org/10.1371/journal.pone.0242504
Bransen, D., Govaerts, M. J. B., Panadero, E., Sluijsmans, D. M. A., & Driessen, E. W. (2022). Putting self-regulated learning in context: Integrating self-, co-, and socially shared regulation of learning. Medical Education, 56(1), 29–36. https://doi.org/10.1111/medu.14566
Brown, J.S., Collins, A. and Duguid, P. (1989) Situated Cognition and the Culture of Learning. Educational Researcher, 18(1), 32-42. https://doi.org/10.3102/0013189x018001032
Canals, L., Granena, G., Yilmaz, Y., & Malicka, A. (2025). The relative effectiveness of immediate and delayed corrective feedback in video-based computer-mediated communication. Language Teaching Research, 29(1), 242-268. https://doi.org/10.1177/13621688211052793
Cao, L., Zhang, H., Peng, C. & Hansberger J.T. (2023). Real-time multimodal interaction in virtual reality - a case study with a large virtual interface. Multimedia Tools and Applications, 82, 25427–25448. https://doi.org/10.1007/s11042-023-14381-6
Caserman, P., Schmidt, P., Göbel, T., Zinnäcker, J., Kecke, A., & Göbel, S. (2022). Impact of full-body avatars in immersive multiplayer virtual reality training for police forces. IEEE Transactions on Games, 14(4), 706–714. https://doi.org/10.1109/TG.2022.3148791
Castro-Alonso, J. C., Ayres, P., Zhang, S., de Koning, B. B., & Paas, F. (2024). Research avenues supporting embodied cognition in learning and instruction. Educational Psychology Review, 36, 10. https://doi.org/10.1007/s10648-024-09847-4
Chang, C. Y., Panjaburee, P., & Chang, S. C. (2024). Effects of integrating maternity VR-based situated learning into professional training on students’ learning performances. Interactive Learning Environments, 32(5), 2121–2135. https://doi.org/10.1080/10494820.2022.2141263
Chau, M. T. (2024). Interaction and navigation in immersive virtual heritage environments for the first and third person perspective. VNU Journal of Science: Computer Science & Communication Engineering, 40(1), 39–46. https://doi.org/10.25073/2588-1086/vnucsce.718
Chen, C. H., & Syu, J. Y. (2024). Effects of integrating a role-playing game into a virtual reality-based learning approach on students' perceptions of immersion, self-efficacy, learning motivation and achievements. British Journal of Educational Technology, 55(5), 2339–2356. https://doi.org/10.1111/bjet.13436
Chen, L., Chen, P. and Lin, Z. (2020) Artificial Intelligence in Education: A Review. IEEE Access, 8, 75264-75278. https://doi.org/10.1109/ACCESS.2020.2988510
Chettaoui, N., Atia, A., & Bouhlel, M. S. (2022). Examining the effects of embodied interaction modalities on students’ retention skills in a real classroom context. Journal of Computers in Education, 9, 549–569. https://doi.org/10.1007/s40692-021-00213-9
Chiu, T. K. F., Moorhouse, B. L., Chai, C. S., & Ismailov, M. (2024). Teacher support and student motivation to learn with Artificial Intelligence (AI) based chatbot. Interactive Learning Environments, 32(7), 3240–3256. https://doi.org/10.1080/10494820.2023.2172044
Cohen, J. (1992). A power primer. Psychological Bulletin, 112(1), 155–159. https://doi.org/10.1037/0033-2909.112.1.155
Crompton, H., Jones, M. V., & Burke, D. (2024). Affordances and challenges of artificial intelligence in K-12 education: A systematic review. Journal of Research on Technology in Education, 56(3), 248-268. https://doi.org/10.1080/15391523.2022.2121344
Dastmalchi, M. R., & Goli, A. (2024). Embodied Learning in Virtual Reality: Comparing Direct and Indirect Interaction Effects on Educational Outcomes. In 2024 IEEE Frontiers in Education Conference (FIE) (pp. 1-7). IEEE. http://doi.org/10.1109/FIE61694.2024.10892964
Denisova, A., & Cairns, P. (2015). First person vs. third person perspective in digital games: Do player preferences affect immersion? In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2015) (pp. 145–148). ACM. https://doi.org/10.1145/2702123.2702256
De Carvalho, R. 2019. Embodied Learning and Multimodality in Science Education: Teachers’ Perceptions of Teaching Electrical Circuits, Their Diagrammatic Symbols, Physical Components and Functions Through Multisensory Approach. Research in Teacher Education. 9(1), 12-18. https://doi.org/10.15123/uel.88z4x
Di Natale, A. F., Repetto, C., Riva, G., & Villani, D. (2020). Immersive virtual reality in K-12 and higher education: A 10-year systematic review of empirical research. British Journal of Educational Technology, 51(6), 2006–2033. https://doi.org/10.1111/bjet.13030
Duval, S., & Wicklund, R. A. (1972). A theory of objective self awareness. Academic Press.
Familoni, B. T., & Onyebuchi, N. C. (2024). Augmented and virtual reality in U.S. education: a review: analyzing the impact, effectiveness, and future prospects of ar/vr tools in enhancing learning experiences. International Journal of Applied Research in Social Sciences, 6(4), 642-663. https://doi.org/10.51594/ijarss.v6i4.1043
Fiorella, L. (2022). The embodiment principle in multimedia learning. In R. E. Mayer & L. Fiorella (Eds.), The Cambridge handbook of multimedial Learning (3rd ed.; pp. 286–295). Cambridge University Press. http://doi.org/10.1017/9781108894333.030
Froese, T., Iizuka, H., & Ikegami, T. (2014). Embodied social interaction constitutes social cognition in pairs of humans: A minimalist virtual reality experiment. Scientific Reports, 4, 3672. https://doi.org/10.1038/srep03672
Fullwood, C., Cross, L., Atherton, G., & Chadwick, D. (2025). Testing the Proteus Effect in Autistic and Neurotypical Participants. Cyberpsychology, behavior and social networking, 28(3), 162–168. https://doi.org/10.1089/cyber.2024.0287
Gallagher, S., & Lindgren, R. (2015). Enactive metaphors: Learning through full-body engagement. Educational Psychology Review, 27, 391–404. https://doi.org/10.1007/s10648-015-9327-1
Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality, 23, 447–459. https://doi.org/10.1007/s10055-019-00379-9
George, D. (2011). SPSS for Windows step by step: A simple study guide and reference, 17.0 update (10th ed.). Pearson Education India.
Guegan, J., Buisine, S., Mantelet, F., Maranzana, N., & Segonds, F. (2016). Avatar-mediated creativity: When embodying inventors makes engineers more creative. Computers in Human Behavior, 61, 165–175. https://doi.org/10.1016/j.chb.2016.03.024
Hanna, F., Oostdam, R., Severiens, S., & Zijlstra, B. (2020). Assessing the professional identity of primary student teachers: Design and validation of the Teacher Identity Measurement Scale. Studies in Educational Evaluation, 64, 100822. https://doi.org/10.1016/j.stueduc.2019.100822
Heathcote, D., & Bolton, G. (1994). Drama for Learning: Dorothy Heathcote's Mantle of the Expert Approach to Education. Portsmouth, NH: Heinemann.
Hershfield H. E. (2011). Future self-continuity: how conceptions of the future self transform intertemporal choice. Annals of the New York Academy of Sciences, 1235, 30–43. https://doi.org/10.1111/j.1749-6632.2011.06201.x
Hershfield H. E. (2019). The self over time. Current Opinion in Psychology, 26, 72–75. https://doi.org/10.1016/j.copsyc.2018.06.004
Heusdens, W., Baartman, L., & de Bruijn, E. (2018). Know Your Onions: An Exploration of How Students Develop Vocational Knowledge During Professional Performance. Scandinavian Journal of Educational Research, 63(6), 839–852. https://doi.org/10.1080/00313831.2018.1452291
Holmes, W., Bialik, M., & Fadel, C. (2019). Artificial intelligence in education: Promises and implications for teaching and learning. Center for Curriculum Redesign.
Huang, T. S. (2004). Multimedia/multimodal signal processing, analysis, and understanding. In Proceedings of the IEEE 6th Workshop on Multimedia Signal Processing (MMSP) (p. 5). https://doi.org/10.1109/MMSP.2004.1436396
Huang, Y.‐M., Wang, W.‐S., Lee, H.‐Y., Lin, C.‐J., & Wu, T.‐T. (2024). Empowering virtual reality with feedback and reflection in hands‐on learning: Effect of learning engagement and higher‐order thinking. Journal of Computer Assisted Learning, 40(4), 1413–1427. https://doi.org/10.1111/jcal.12959
Hwang, G., Xie, H., Wah, B.W. and Gašević, D. (2020) Vision, Challenges, Roles and Research Issues of Artificial Intelligence in Education. Computers and Education: Artificial Intelligence, 1, 100001. https://doi.org/10.1016/j.caeai.2020.100001
Iriye, H., & St. Jacques, P. L. (2021). Memories for third-person experiences in immersive virtual reality. Scientific Reports, 11, 4667. https://doi.org/10.1038/s41598-021-84047-6
Islam, M. S., & Kirillova, K. (2021). Nonverbal communication in hotels as a medium of experience co-creation. Tourism Management, 87, 104363. https://doi.org/10.1016/j.tourman.2021.104363
Jeon, H., Yoon, S., Lee, K., Kim, S. H., Kim, E. H., Cho, S., Ko, Y., Yang, S., Dabbish, L., Zimmerman, J., Kim, E., & Lim, H. (2025). Letters from future self: Augmenting the letter-exchange exercise with LLM-based agents to enhance young adults’ career exploration. In CHI '25: Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (pp. 1–21). ACM. https://doi.org/10.1145/3706598.3714206
Jiang, J., & Ahmadpour, N. (2022). Beyond immersion: Designing for reflection in virtual reality. In OzCHI '21: Proceedings of the 33rd Australian Conference on Human-Computer Interaction (pp. 208–220). ACM. https://doi.org/10.1145/3520495.3520501
Johnson-Glenberg, M. C., Birchfield, D. A., Tolentino, L., & Koziupa, T. (2014). Collaborative embodied learning in mixed reality motion-capture environments: Two science studies. Journal of Educational Psychology, 106(1), 86–104. https://doi.org/10.1037/a0034008
Jusslin, S., Korpinen, K., Lilja, N., Martin, R., Lehtinen-Schnabel, J., & Anttila, E. (2022). Embodied learning and teaching approaches in language education: A mixed studies review. Educational Research Review, 37, 100480. https://doi.org/10.1016/j.edurev.2022.100480
Kajamaa, A., & Kumpulainen, K. (2021). Students’ multimodal knowledge practices in a makerspace learning environment. International Journal of Computer-Supported Collaborative Learning, 15, 411–444. https://doi.org/10.1007/s11412-020-09337-z
Kim, S. K., Lee, M., Lee, Y., Go, Y., & Park, M. H. (2025). Expanding virtual reality simulation with reflective learning to improve mental health nursing skills of undergraduate nursing students. Education and Information Technologies, 30, 8541–8565. https://doi.org/10.1007/s10639-024-13102-2
Kosmas, P., & Zaphiris, P. (2023). Improving students’ learning performance through Technology-Enhanced Embodied Learning: A four-year investigation in classrooms. Education and Information Technologies 28, 11051-11074. https://doi.org/10.1007/s10639-022-11466-x
Kress, G. (2010). Multimodality: A social semiotic approach to contemporary communication. Routledge.
Lakoff, G., & Johnson, M. (1999). Philosophy in the Flesh: The Embodied Mind and Its Challenge to Western Thought. New York: Basic Books.
Lee, D., Son, T., & Yeo, S. (2025). Impacts of interacting with an AI chatbot on preservice teachers' responsive teaching skills in math education. Journal of Computer Assisted Learning, 41(1). https://doi.org/10.1111/jcal.13091
Leppink, J., Paas, F., Van der Vleuten, C. P., Van Gog, T., & Van Merriënboer, J. J. (2013). Development of an instrument for measuring different types of cognitive load. Behavior Research Methods, 45(4), 1058–1072. https://doi.org/10.3758/s13428-013-0334-1
Liaw, S. Y., Ooi, S. W., Rusli, K. D. B., Lau, T. C., San Tam, W. W., & Chua, W. L. (2020). Nurse-physician communication team training in virtual reality versus live simulations: Randomized controlled trial on team communication and teamwork attitudes. Journal of Medical Internet Research, 22(4), e17279. https://doi.org/10.2196/17279
Lier, L. van. (2007). Action-based Teaching, Autonomy and Identity. Innovation in Language Learning and Teaching, 1(1), 46–65. https://doi.org/10.2167/illt42.0
Liou, W.-K., Lin, W.-H., Lee, Y.-T., Chen, S., & Liang, C. (2024). The distinction between first-person perspective and third-person perspective in virtual bodily self-consciousness. Virtual Reality, 28, 1. https://doi.org/10.1007/s10055-023-00907-8
Loughran, J. J. (2002). Effective Reflective Practice: In Search of Meaning in Learning about Teaching. Journal of Teacher Education, 53(1), 33-43. https://doi.org/10.1177/0022487102053001004
Luo, H., Li, G., Feng, Q., Yang, Y., & Zuo, M. (2021). Virtual reality in K-12 and higher education: A systematic review of the literature from 2000 to 2019. Journal of Computer Assisted Learning, 37(3), 887–901. https://doi.org/10.1111/jcal.12538
Makransky, G., & Petersen, G. B. (2021). The cognitive affective model of immersive learning (CAMIL): A theoretical research-based model of learning in immersive virtual reality. Educational Psychology Review, 33, 937–958. https://doi.org/10.1007/s10648-020-09586-2
Markus, H., & Nurius, P. (1986). Possible selves. American Psychologist, 41(9), 954–969. https://doi.org/10.1037/0003-066X.41.9.954
Mayer, R. E. (2020). Multimedia Learning (3rd ed.). Cambridge: Cambridge University Press.
Mayer, R. E., Makransky, G., & Parong, J. (2023). The promise and pitfalls of learning in immersive virtual reality. International Journal of Human-Computer Interaction, 39(11), 2229–2238. https://doi.org/10.1080/10447318.2022.2108563
Mayor, J., Raya, L., & Sanchez, A. (2021). A comparative study of virtual reality methods of interaction and locomotion based on presence, cybersickness, and usability. IEEE Transactions on Emerging Topics in Computing, 9(3), 1542–1553. https://doi.org/10.1109/TETC.2019.2915287
Mills, K. A., Scholes, L., & Brown, A. (2022). Virtual Reality and Embodiment in Multimodal Meaning Making. Written Communication, 39(3), 335-369. https://doi.org/10.1177/07410883221083517
Moon, J., Choi, G. W., & Seo, J. Y. (2023). Revisiting Multimedia Learning Design Principles in Virtual Reality-Based Learning Environments for Autistic Individuals. Virtual Reality, 27, 3101–3113. https://doi.org/10.1007/s10055-023-00856-2
Mulders, M., Buchner, J., & Kerres, M. (2024). Virtual reality in vocational training: A study demonstrating the potential of a VR-based vehicle painting simulator for skills acquisition in apprenticeship training. Technology, Knowledge and Learning, 29, 697–712. https://doi.org/10.1007/s10758-022-09630-w
Nathan, M. J. (2022). Foundations of embodied learning: A paradigm for education. New York: Routledge.
Nurra, C., & Oyserman, D. (2018). From future self to current action: An identity-based motivation perspective. Self and Identity, 17(3), 343–364. https://doi.org/10.1080/15298868.2017.1375003
Olasky, J., Sankaranarayanan, G., Seymour, N. E., Magee, J. H., Enquobahrie, A., Lin, M. C., Aggarwal, R., Brunt, L. M., Schwaitzberg, S. D., Cao, C. G., De, S., & Jones, D. B. (2015). Identifying Opportunities for Virtual Reality Simulation in Surgical Education: A Review of the Proceedings from the Innovation, Design, and Emerging Alliances in Surgery (IDEAS) Conference: VR Surgery. Surgical innovation, 22(5), 514–521. https://doi.org/10.1177/1553350615583559
Oyserman, D., Bybee, D., & Terry, K. (2006). Possible selves and academic outcomes: How and when possible selves impel action. Journal of Personality and Social Psychology, 91(1), 188–204. https://doi.org/10.1037/0022-3514.91.1.188
Pataranutaporn, P., Winson, K., Yin, P., Lapapirojn, A., Ouppaphan, P., Lertsutthiwong, M., Maes, P., & Hershfield, H. E. (2024). Future you: A conversation with an AI-generated future self reduces anxiety, negative emotions, and increases future self-continuity. In Proceedings of the 2024 IEEE Frontiers in Education Conference (FIE) (pp. 1–10). IEEE. https://doi.org/10.1109/FIE61694.2024.10893443
Pellas, N., Kazanidis, I., & Palaigeorgiou, G. (2020). A systematic literature review of mixed reality environments in K-12 education. Education and Information Technologies, 25, 2481–2520. https://doi.org/10.1007/s10639-019-10076-4
Philippe, S., Souchet, A. D., Lameras, P., Petridis, P., Caporal, J., Coldeboeuf, G., & Duzan, H. (2020). Multimodal teaching, learning and training in virtual reality: a review and case study. Virtual Reality & Intelligent Hardware, 2(5), 421–442. https://doi.org/10.1016/j.vrih.2020.07.008
Pintrich, P. R. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ).
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778
Reinhard, R., Shah, K. G., Faust-Christmann, C. A., & Lachmann, T. (2020). Acting your avatar’s age: effects of virtual reality avatar embodiment on real life walking speed. Media Psychology, 23(2), 293–315. https://doi.org/10.1080/15213269.2019.1598435
Rönnlund, M., Ledman, K., Nylund, M., & Rosvall, P. Å. (2019). Life skills for ‘real life’: How critical thinking is contextualised across vocational programmes. Educational Research, 61(3), 302–318. https://doi.org/10.1080/00131881.2019.1633942
Samani, M., Sunwinarti, S., Putra, B. A., Rahmadian, R., & Rohman, J. N. (2019). Learning Strategy to Develop Critical Thinking, Creativity, and Problem-Solving Skills for Vocational School Students. Jurnal Pendidikan Teknologi Dan Kejuruan, 25(1), 36–42. https://doi.org/10.21831/jptk.v25i1.22574
Sari, R. C., Pranesti, A., Solikhatun, I., Nurbaiti, N., & Yuniarti, N. (2024). Cognitive overload in immersive virtual reality in education: More presence but less learnt? Education and Information Technologies, 29, 12887–12909. https://doi.org/10.1007/s10639-023-12379-z
Sarre, S., Maben, J., Aldus, C., Schneider, J., Wharrad, H., Nicholson, C., & Arthur, A. (2018). The challenges of training, support and assessment of healthcare support workers: A qualitative study of experiences in three English acute hospitals. International Journal of Nursing Studies, 79, 145–153. https://doi.org/10.1016/j.ijnurstu.2017.11.010
Schacter, D. L., Benoit, R. G., & Szpunar, K. K. (2017). Episodic Future Thinking: Mechanisms and Functions. Current Opinion in Behavioral Sciences, 17, 41–50. https://doi.org/10.1016/j.cobeha.2017.06.002
Schmid, K. L., Phelps, E., & Lerner, R. M. (2011). Constructing positive futures: modeling the relationship between adolescents' hopeful future expectations and intentional self regulation in predicting positive youth development. Journal of Adolescence, 34(6), 1127–1135. https://doi.org/10.1016/j.adolescence.2011.07.009
Schön, D.A. (1992). The Reflective Practitioner: How Professionals Think in Action (1st ed.). Routledge. https://doi.org/10.4324/9781315237473
Sert, Z. E., Topçu, S., & Temel, A. B. (2023). Effect on the nursing students' academic achievements, motivation, and learning strategies of role-playing intervention used in school health nursing course: role-Playing in Nursing Education. Health & Research Journal, 9(1), 35-45. https://doi.org/10.12681/healthresj.30343
Steinberg, L., Graham, S., O'Brien, L., Woolard, J., Cauffman, E., & Banich, M. (2009). Age differences in future orientation and delay discounting. Child Development, 80(1), 28–44. https://doi.org/10.1111/j.1467-8624.2008.01244.x
Stieff, M., Lira, M. E., & Scopelitis, S. A. (2016). Gesture supports spatial thinking in STEM. Cognition and Instruction, 34(2), 80–99. https://doi.org/10.1080/07370008.2016.1145122
Stolz, S. A. (2015). Embodied Learning. Educational Philosophy and Theory, 47(5), 474–487. https://doi.org/10.1080/00131857.2013.879694
Strauss, K., Griffin, M. A., & Parker, S. K. (2012). Future work selves: how salient hoped-for identities motivate proactive career behaviors. The Journal of applied psychology, 97(3), 580–598. https://doi.org/10.1037/a0026423
Sun, T., He, X., & Li, Z. (2023). Digital twin in healthcare: Recent updates and challenges. Digital Health, 9. https://doi.org/10.1177/20552076221149651
Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285. https://doi.org/10.1207/s15516709cog1202_4
Sweller, J., Ayres, P., & Kalyuga, S. (2011). Cognitive Load Theory. New York: Springer.
Tapal, A., Oren, E., Dar, R., & Eitam, B. (2017). The Sense of Agency Scale: A Measure of Consciously Perceived Control over One's Mind, Body, and the Immediate Environment. Frontiers in Psychology, 8, 1552. https://doi.org/10.3389/fpsyg.2017.01552
Turk, M. (2014). Multimodal interaction: A review. Pattern Recognition Letters, 36, 189–195. https://doi.org/10.1016/j.patrec.2013.07.003
Xu, X., & Ke, F. (2023). Learning number conversions through embodied interactions. Technology, Knowledge and Learning, 28, 253–278. https://doi.org/10.1007/s10758-021-09557-8
van Gelder, J. L., Cornet, L. J. M., Zwalua, N. P., Mertens, E. C. A., & van der Schalk, J. (2022). Interaction with the future self in virtual reality reduces self-defeating behavior in a sample of convicted offenders. Scientific reports, 12(1), 2254. https://doi.org/10.1038/s41598-022-06305-5
Varela, F. J., Thompson, E., & Rosch, E. (1991). The embodied mind: Cognitive science and human experience. The MIT Press.
Wilson M. (2002). Six views of embodied cognition. Psychonomic Bulletin & Review, 9, 625–636. https://doi.org/10.3758/bf03196322
Wood, D., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem solving. The Journal of Child Psychology & Psychiatry, 17(2), 89–100. https://doi.org/10.1111/j.1469-7610.1976.tb00381.x
Yee, N., & Bailenson, J. (2007). The Proteus Effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299.x
Yuan, Z., He, S., Liu, Y., & Yu, L. (2023). MEinVR: Multimodal interaction techniques in immersive exploration. Visual Informatics, 7(3), 37–48. https://doi.org/10.1016/j.visinf.2023.06.001
Zackoff, M. W., Lin, L., Israel, K., Ely, K., Raab, D., Saupe, J., Klein, M., & Sitterding, M. (2020). The future of onboarding: Implementation of immersive virtual reality for nursing clinical assessment training. Journal for Nurses in Professional Development, 36(4), 235–240. https://doi.org/10.1097/NND.0000000000000629
Zawacki-Richter, O., Marín, V. I., Bond, M., & Gouverneur, F. (2019). Systematic review of research on artificial intelligence applications in higher education – where are the educators?. International Journal of Educational Technology in Higher Education, 16, 39. https://doi.org/10.1186/s41239-019-0171-0
Zhao, F., & Mayer, R. E. (2025). Limitations of disembodied computer-generated voice to convey emotion in multimedia lessons. International Journal of Human–Computer Interaction, 41(10), 5881–5893. https://doi.org/10.1080/10447318.2024.2371681
Zhou, S., & Won, A. S. (2024). Actor–observer asymmetry in virtual reality. Journal of Media Psychology: Theories, Methods, and Applications, 36(1), 27–44. https://doi.org/10.1027/1864-1105/a000380
Zimmerman, B. J. (2002). Becoming a Self-Regulated Learner: An Overview. Theory Into Practice, 41(2), 64–70. https://doi.org/10.1207/s15430421tip4102_2