Kenneth Y T Lim

Dr. Kenneth Y T Lim

Centre for Research in Pedagogy and Practice, National Institute of Education, Nanyang Technological University, Singapore, Central Singapore, Singapore
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Research Focus & Metrics

Academic Career Length

57Years (1970-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 October 2012 in Educational Technology Research and Development
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Hung Wei Loong DavidHung Wei Loong David
Hung Wei Loong David
SLShu Shing Lee
Shu Shing Lee
Kenneth Y T LimKenneth Y T Lim
Kenneth Y T Lim

27 January 2020 in British Journal of Educational Technology
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Kenneth Y T LimKenneth Y T Lim
Kenneth Y T Lim
RLRyan Lim
Ryan Lim

8 September 2015 in British Journal of Educational Technology
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YCYoung Hoan Cho
Young Hoan Cho
Kenneth Y T LimKenneth Y T Lim
Kenneth Y T Lim

30 December 2021 in Journal of Educational Computing Research
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JZJiayan Zhao
Jiayan Zhao
JWJan Oliver Wallgrün
Jan Oliver Wallgrün
PSPejman Sajjadi
Pejman Sajjadi
PLPeter LaFemina
Peter LaFemina
Kenneth Y T LimKenneth Y T Lim
Kenneth Y T Lim
AKAlexander Klippel
Alexander Klippel
Virtual and immersive virtual reality, VR and iVR, provide flexible and engaging learning opportunities, such as virtual field trips (VFTs). Despite its growing popularity for education, understanding how iVR compared to non-immersive media influences learning is still challenged by mixed empirical results and a lack of longitudinal research. This study addresses these issues through an experiment in which undergraduate geoscience students attended two temporally separated VFT sessions through desktop virtual reality (dVR) or iVR, with their learning experience and outcomes measured after each session. Our results show higher levels of enjoyment and satisfaction as well as a stronger sense of spatial presence in iVR students in both VFTs compared to dVR students, but no improvement in learning outcomes in iVR compared to dVR. More importantly, we found that there exists a critical interaction between VR condition and repeated participation in VFTs indicating that longitudinal exposure to VFTs improves knowledge performance more when learning in iVR than through dVR. These results suggest that repeated use of iVR may be beneficial in sustaining students’ emotional engagement and compensating the initial deficiency in their objective learning outcomes compared to other less immersive technologies.

6 March 2009 in Journal For Virtual Worlds Research
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Kenneth Y T LimKenneth Y T Lim
Kenneth Y T Lim
Editor’s CornerThe six learnings of Second Life:A framework for designing curricular interventions in-worldBy Kenneth Y T Lim, Nanyang Technological University, SingaporeIn this paper, a framework for facilitating effective and targeted planning and design of learning environments within Second Life and other similar virtual worlds and environments will be shared. A possible scenario faced by school-leaders and teachers, with respect to thinking about incorporating virtual worlds as a complementary pedagogical strategy alongside traditional classroom environments is first described and then the Six Learnings framework will then be elaborated upon, including its use discussed as a metric against which such learning interventions can be planned and subsequently evaluated.

15 August 2005 in International Research in Geographical and Environmental Education
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Kenneth Y T LimKenneth Y T Lim
Kenneth Y T Lim
This paper describes part of the results of a study investigating how adolescents, between the ages of 14 and 15, construct and share meaning about their local environments. Specifically, the results presented focus on how adolescents perceive and interpret spatial and three-dimensional data presented in various formats, such as in terms of virtually-rendered objects, photo-realistic panoramas, and traditional maps. The research was undertaken with a view to informing more effective teaching of map-skills through the improvement of aspects of spatial intelligence. Participants were required to undertake both a pre- and a post-test, which were identical in task. These tests involved having the participants match a series of computer-rendered three dimensional objects with similar objects rendered from the same perspective, as well as to deduce the axis of rotation and viewing perspective of a QuickTime VR cylindrical panorama when presented with a map of the same area. The pre- and post-tests were separated by an intervention activity in the field, designed around the format of a Structured Academic Controversy. Data obtained from the pre- and post-test results indicates that with regard to the rotation of objects and orientation of perspectives, some performance gains were significant amongst both males and females.