Technology In The Classroom 1 [1]


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Technology In The Classroom 1 [1]

  1. 1. <ul><li>By: Heather DiMizio </li></ul>
  2. 2. <ul><li>1. Virtual Reality In Education </li></ul><ul><li>2. Learning Through Virtual Reality </li></ul><ul><li>3. Augmented Reality in Education </li></ul>
  3. 3. <ul><li>This article was written by a middle school science teacher, John Shaffer, who is passionate about using virtual reality to help students succeed in schools. </li></ul><ul><li>He has done research and written papers about the possible connection between virtual reality and visual/auditory cortex growth. </li></ul><ul><li>He call this research Visual Perception Reaction Training ( VPRT). </li></ul><ul><li>This idea of the connection between virtual reality and visual/auditory cortex growth was originally focused around why some people perceive stimuli at a slower rate than others. </li></ul><ul><li>Example of what this connection is: if a baseball is continually seen at 120 miles per hour, then those pitched at 90 miles per hour are potentially perceived at a slower rate, and a higher hitting success would be the outcome! </li></ul>
  4. 4. <ul><li>Development of “VR math flash cards” </li></ul><ul><li>Bilingual math VR flash cards </li></ul><ul><li>Bilingual reading; imagine walking into a VR room, touching items and getting feedback </li></ul><ul><li>Social studies- virtual globes where information pops us when pressed </li></ul><ul><li>Science- demonstrating cells photosynthesis, space, chemistry, geology, physical and environmental science. </li></ul>
  5. 5. <ul><li>I found this article very interesting, and I understand how this idea of virtual reality increasing visual/ auditory growth. The example of the baseball being thrown at an EXTREMELY high speed regularly making a baseball thrown at a regularly high speed easier to hit, made a lot of sense to me. I feel that the idea of incorporating virtual reality in the classroom would increase the students capability of learning, as well as making education more hands on and “real” to them. This could improve students knowledge while making them more passionate about their studies. </li></ul>
  6. 6. <ul><li>This article is about virtual reality that is already being utilized in the science field, as well as some classrooms. </li></ul><ul><li>Virtual Puget Sound is one of the several projects around the country that is looking at how virtual reality (VR) can help students understand complex phenomenas such as: ocean life, rivers, salinity, etc. </li></ul><ul><li>VR started out as an improvement to the way people interact with computers. Using a helmet containing videos instead of the usual keyboard and mouse, and holding a tool, people can now get directly involved with their tasks rather than worrying about the non-intuitive interface. </li></ul><ul><li>At George Mason University students are now able to utilize VR first hand by manipulating atoms and bonds, and they can become a ball and experience the laws of motion firsthand. Scientist at Georgia Institute of Technology have even programmed a virtual gorilla! </li></ul>
  7. 7. <ul><li>Expensive to produce and use </li></ul><ul><li>Takes a lot of time and labor </li></ul><ul><li>Much harder to produce highly realistic simulations in VR than it is to make simple cartoon –like worlds. </li></ul><ul><li>VR can trigger motion sickness in some students </li></ul>
  8. 8. <ul><li>I was surprised to read about all the VR that already exist today. It seems much more interesting and entertaining to learn through VR. The idea that children can visit a virtual zoo to learn about the animals, and that global warming can be shown to students through VR and make them more aware of the tragedy that may happen is very exciting to me. In the article it mentioned that with the future of technology one day a dinosaur could walk in a classroom and interact with children as they are learning about them. I feel that the material would be more “alive” in the classroom than ever before. This article made me aware of all the amazing possibilities that VR can bring to education. </li></ul>
  9. 9. <ul><li>Augmented Reality (AR) is the ability to overlay computer graphics onto the real world. </li></ul><ul><li>Unlike VR, AR interfaces allow users to see the real world at the same time as virtual imagery attached to real locations and objects. </li></ul><ul><li>AR can also be used to enhance collaborative tasks. </li></ul><ul><li>An example of this is the StudierStube project of Schmalsteig. They use see-through head mounted displays to allow users to collaboratively view 3D models of scientific data superimposed on the real world. </li></ul><ul><li>Augmented reality allows students to be seated around a table and see each other while using VR. This results in conversational behavior that is more similar to natural face-to–face collaboration. </li></ul>
  10. 10. <ul><li>Support of seamless interaction between real and virtual environments </li></ul><ul><li>The use of tangible interface metaphor for object manipulation </li></ul><ul><li>The ability to transition smoothly between reality and virtuality. </li></ul>
  11. 11. <ul><li>I have never heard of augmented reality before reading this article. It is interesting to read how it is similar yet different than virtual reality. It is similar because it uses virtual reality to enhances students learning, however it also allows human interaction. Although I feel that VR would make the classroom more enjoyable and real to students, I also feel that human interaction and communication is very important. I think that augmented reality is a happy medium between real-life interaction and VR. I hope that more research is done in the are of AR, and that it becomes more available to schools because I feel that it has been and can continue to be a powerful educational tool. </li></ul>
  12. 12. <ul><li>Billinghurst, Mark M.B., (2002)., Augmented Reality in Education , pages1-4. </li></ul><ul><li>Shaffer, John J.S., (2002)., Virtual Reality in Education, pages 1-6. </li></ul><ul><li>Winn, Bill B.W., (2001)., Learning Through Virtual Reality. Pages 1-6. </li></ul>