The 360° video is included in the broad spectrum of immersive technologies, ranging from Augmented Reality to Virtual Reality. Unlike Virtual Reality, which is a computer-simulated reconstruction, 360° video is characterized by a high level of realism and a sense of presence due to the shooting of the real environment with an omnidirectional camera. The recent literature ([1], [2], [3]) shows an increased interest and use of 360° video in the higher education context, highlighting benefits for students in terms of engagement, enjoyment, information retention, knowledge transfer, although some rare discomforts (cybersickness) are reported. This paper aims at deepening how to design and integrate 360° video with different levels of interactions in higher education, with a particular focus on digital well-being. At this purpose, a multidimensional approach of analysis has been developed and adopted, encompassing the following dimensions: a) Educational Dimension (i.e., student's engagement); b) Social Dimension (i.e., access and inclusion); c) Cognitive Dimension (i.e., cognitive load); d) Physiological Dimension (i.e., discomfort, cybersickness). This multidimensional approach is the result of the analysis of dedicated literature, multidisciplinary discussions, and practical experiences of designing, implementing and evaluating educational scenarios that have been carried out in EREdWeB - Enriched Reality for Education and Digital Well-Being a project funded by EUniWell (European University for Well-Being), promoted by the authors. Based on the well-known ADDIE model (Analysis, Design, Development, Implementation, Evaluation), which is widely used in the field of instructional design, a toolkit has been developed aiming at providing guidance for the production of a 360° video while taking into account digital well-being. The toolkit includes guidelines on the entire workflow of the 360° video production and a template for the design of learning scenarios and a storyboard considering the technological, ethical and digital well-being aspects of shooting and post-production of a 360° video.
The design of a 360° video for higher education from a multidimensional perspective of digital well-being / Damiana Luzzi, Stefano Cuomo, Alice Roffi, Maria Ranieri. - ELETTRONICO. - (2022), pp. 4805-4814. (Intervento presentato al convegno 16th International Technology, Education and Development Conference tenutosi a Valencia nel 7th-8th March 2022) [10.21125/inted.2022].
The design of a 360° video for higher education from a multidimensional perspective of digital well-being
Damiana Luzzi;Stefano Cuomo;Alice Roffi;Maria Ranieri
2022
Abstract
The 360° video is included in the broad spectrum of immersive technologies, ranging from Augmented Reality to Virtual Reality. Unlike Virtual Reality, which is a computer-simulated reconstruction, 360° video is characterized by a high level of realism and a sense of presence due to the shooting of the real environment with an omnidirectional camera. The recent literature ([1], [2], [3]) shows an increased interest and use of 360° video in the higher education context, highlighting benefits for students in terms of engagement, enjoyment, information retention, knowledge transfer, although some rare discomforts (cybersickness) are reported. This paper aims at deepening how to design and integrate 360° video with different levels of interactions in higher education, with a particular focus on digital well-being. At this purpose, a multidimensional approach of analysis has been developed and adopted, encompassing the following dimensions: a) Educational Dimension (i.e., student's engagement); b) Social Dimension (i.e., access and inclusion); c) Cognitive Dimension (i.e., cognitive load); d) Physiological Dimension (i.e., discomfort, cybersickness). This multidimensional approach is the result of the analysis of dedicated literature, multidisciplinary discussions, and practical experiences of designing, implementing and evaluating educational scenarios that have been carried out in EREdWeB - Enriched Reality for Education and Digital Well-Being a project funded by EUniWell (European University for Well-Being), promoted by the authors. Based on the well-known ADDIE model (Analysis, Design, Development, Implementation, Evaluation), which is widely used in the field of instructional design, a toolkit has been developed aiming at providing guidance for the production of a 360° video while taking into account digital well-being. The toolkit includes guidelines on the entire workflow of the 360° video production and a template for the design of learning scenarios and a storyboard considering the technological, ethical and digital well-being aspects of shooting and post-production of a 360° video.File | Dimensione | Formato | |
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