Potential Abstract:
In recent years, the landscape of education has been significantly influenced by advancements in technology, particularly in the realms of minimalist web design, Web3 technologies, and virtual reality (VR). This study aims to investigate how the intersection of these technological developments can enhance educational experiences, with a specific focus on textuality within digital environments. Through a mixed-methods approach, combining quantitative data analysis and qualitative exploration, we will examine the impact of minimalist web3 websites and VR applications on student engagement, learning outcomes, and overall educational experiences.
By leveraging the principles of minimalist design, which emphasize simplicity, clarity, and functionality, in conjunction with the immersive capabilities of VR technology, educators have the opportunity to create dynamic and interactive learning environments that cater to diverse student needs and preferences. Furthermore, the integration of textuality – the relationship between text-based content and its digital presentation – into these technological frameworks presents new possibilities for enhancing textual comprehension, interpretation, and analysis in educational contexts.
This research is situated at the intersection of artificial intelligence, education, and technology, drawing on insights from cognitive science, human-computer interaction, and educational psychology. By examining the affordances and constraints of minimalist web3 websites and VR applications in educational settings, this study seeks to provide practical recommendations for educators, instructional designers, and technologists looking to optimize the use of digital tools in teaching and learning.
Potential References:
- Immersion vs. interactivity: Virtual reality and literary theory
- Narrative as virtual reality
- Knowledge-based augmented reality
- Effects of information layout, screen size, and field of view on user performance in information-rich virtual environments
- Narrative as virtual reality 2: Revisiting immersion and interactivity in literature and electronic media