Experiential design method for virtual reality environments¶
Design · All designs
Evidence · no claims cited
Description¶
The article cites Fazidin Mohd Jabar et al. (2007) describing a virtual reality or game-theory design approach called the "experiential design method" with "4 major areas which are 'Focus', 'Emotion', 'Space/Form' and 'Orientation'". Focus concerns experiencing sense of place, skill or role play; in Virtual Haj it makes users feel as if they are in Mecca performing the pilgrimage; Emotion concentrates on inner feelings and, for Virtual Haj, can elevate faith and devotion. The study applies this framing to justify its pilgrimage simulation.
Design Implications¶
Context¶
Requirements¶
- The virtual environment must engage users through the four areas of Focus, Emotion, Space/Form and Orientation as described by the cited framework
Constraints¶
- The framework is attributed to Fazidin Mohd Jabar et al. (2007) and applied here specifically to a Hajj pilgrimage simulation
Target Learners¶
- Form Four Malaysian secondary school students studying Islamic Education
Learning Goals¶
- Understanding and performing the rituals of the Hajj pilgrimage
Claims¶
Related Designs¶
Examples¶
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Key Sources¶
- Azidah Abu Ziden, Muhammad Faizal Abdul Rahman. (2013). The Effectiveness of Web-Based Multimedia Applications Simulation in Teaching and Learning. International Journal of Instruction, 6(2). https://www.e-iji.net
Page metadata
| Field | Value |
|---|---|
type |
design |
id |
experiential-design-method-four-areas |
title |
Experiential design method for virtual reality environments |
description |
The article cites Fazidin Mohd Jabar et al. |
status |
review |
generated |
by process:settle-candidates on 2026-11-02 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — azidah-abu-ziden-2013 |
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