AR-tools for emergency care-education in Second Life

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In this presentation I' m going to discuss about AR–tools in education, especially in health education, describing information dynamics within augmented reality and differences between simulation and gaming. I'll present also the project, where paramedic students and teachers from Turku University of applied sciences will have a course in Second Life to test AR–tools.
This project is a part of my doctoral thesis; I'm collecting my research material during it.

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AR-tools for emergency care-education in Second Life

  1. 1. AR-TOOLS FOR EMERGENCY CARE –EDUCATION IN SECOND LIFE AR at ICIS 2012 ORLANDO 16.12.2012PhD.st. Anna-Kaisa Sjölund, ankasj@utu.fitel.+ 358401993501
  2. 2. IN THIS PRESENTATION… • Augmented reality in Education • Information Dynamics • Project: Immersive Ambulance • Gaming and simulationPhD.st. Anna-Kaisa Sjölund, ankasj@utu.fi AR at ICIS 2012 ORLANDOtel.+ 358401993501 16.12.2012
  3. 3. AUGMENTED REALITY IN EDUCATION • The choice of learning innovation is dependent on an individual’s access to various technologies. • Augmented reality is well adopted among education in all levels. • The use and spread of tablets and smartphones has strong affection to this. • The use of AR-applications has been adopted quickly among medical and health education.PhD.st. Anna-Kaisa Sjölund, ankasj@utu.fi AR at ICIS 2012 ORLANDOtel.+ 358401993501 16.12.2012
  4. 4. WENDY MACKAY’S STRATEGIES Table source: http://doi.acm.org/10.1145/948496.948496PhD.st. Anna-Kaisa Sjölund, ankasj@utu.fi AR at ICIS 2012 ORLANDOtel.+ 358401993501 16.12.2012
  5. 5. AUGMENTED REALITY AND INFORMATION DYNAMICS • Through applications we are using semantic information and creating for users richer and wider learning experiences. • Information dynamics in this context refers to production, sharing and connecting students not only information resources, but also wider professional online communities.PhD.st. Anna-Kaisa Sjölund, ankasj@utu.fi AR at ICIS 2012 ORLANDOtel.+ 358401993501 16.12.2012
  6. 6. IMMERSIVE AMBULANCE • Target group: paramedic students of Turku University of Applied Sciences. • Creators: The game technology students of Turku University of Applied Sciences. • The aim is to create user-friendly application, collect user experiences about using AR-tools in virtual world and form a image about information dynamics in mixed reality education environment.PhD.st. Anna-Kaisa Sjölund, ankasj@utu.fi AR at ICIS 2012 ORLANDOtel.+ 358401993501 16.12.2012
  7. 7. GAMING VS. SIMULATION Gaming is relevant for academic education and training. Gaming is to achieve a new level of or collecting points. Simulations means collaborative learning, information sharing and producing new information without moving to next level or winning aspect.PhD.st. Anna-Kaisa Sjölund, ankasj@utu.fi AR at ICIS 2012 ORLANDOtel.+ 358401993501 16.12.2012
  8. 8. THANK YOU !PhD.st. Anna-Kaisa Sjölund, ankasj@utu.fi AR at ICIS 2012 ORLANDOtel.+ 358401993501 16.12.2012

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