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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

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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