This powerpoint describes the affordances of Virtual Reality and Augmented Reality with respect to their use in education and give examples based on its use in teaching and learning in a secondary school in Singapore.
In this paper I argue that the context for learning in the 21st Century has brought about the need to re-conceptualize or extend theories from the past if we are to develop an approach to learning design for the present and the future. Such an undertaking would appear to be timely as the nature of learning is being augmented and accelerated by new digital tools and media, particularly by mobile devices and the networks and structures to which they connect people.
Ref: 51. Cook, J. (2010). Mobile Phones as Mediating Tools Within Augmented Contexts for Development. Extended abstract in proceedings for workshop: Education in the Wild. Alpine Rendez-Vous, within the framework of the STELLAR Network of Excellence. December 3-4, 2009, Garmisch-Partenkirchen, Bavaria, Germany.
Content Modelling for Human Action Detection via Multidimensional ApproachCSCJournals
Video content analysis is an active research domain due to the availability and the increment of audiovisual data in the digital format. There is a need to automatically extracting video content for efficient access, understanding, browsing and retrieval of videos. To obtain the information that is of interest and to provide better entertainment, tools are needed to help users extract relevant content and to effectively navigate through the large amount of available video information. Existing methods do not seem to attempt to model and estimate the semantic content of the video. Detecting and interpreting human presence, actions and activities is one of the most valuable functions in this proposed framework. The general objectives of this research are to analyze and process the audio-video streams to a robust audiovisual action recognition system by integrating, structuring and accessing multimodal information via multidimensional retrieval and extraction model. The proposed technique characterizes the action scenes by integrating cues obtained from both the audio and video tracks. Information is combined based on visual features (motion, edge, and visual characteristics of objects), audio features and video for recognizing action. This model uses HMM and GMM to provide a framework for fusing these features and to represent the multidimensional structure of the framework. The action-related visual cues are obtained by computing the spatiotemporal dynamic activity from the video shots and by abstracting specific visual events. Simultaneously, the audio features are analyzed by locating and compute several sound effects of action events that embedded in the video. Finally, these audio and visual cues are combined to identify the action scenes. Compared with using single source of either visual or audio track alone, such combined audiovisual information provides more reliable performance and allows us to understand the story content of movies in more detail. To compare the usefulness of the proposed framework, several experiments were conducted and the results were obtained by using visual features only (77.89% for precision; 72.10% for recall), audio features only (62.52% for precision; 48.93% for recall) and combined audiovisual (90.35% for precision; 90.65% for recall).
Virtual Reality in Higher Education, why should you do it?Sylvia Moes
Slides of my keynote @29th of October, 2020 for KNVI. Brief overview of development of VR since 1830, and some examples of integration in HE, based on the work of: Jeffrey Pomerantz. Learning in Three Dimensions: Report on the EDUCAUSE/HP Campus of the Future Project. Research report. Louisville, CO: ECAR, August 2018.
A Framework for Desktop Virtual Reality Application for EducationMangaiK4
Abstract: Contemporary custom in education encourages students to gain exposure in the real world through student visits (field visits) to sites in count to conventional textbooks and lectures. This disclosure helps students to experience real world situations and integrate this experience into knowledge learned in class. This is important to students in various disciplines such as engineering, architecture and transportation. Students, however, have limited on-site access due to issues related to safety concerns, cost and effort. In an attempt to address such issues, Virtual Reality (VR) applications have been developed and implemented. With the growth in the number of VR applications, there is currently a lack of information about the design issues of VR applications from the standpoint of integrating different types of information associated with the real world. This paper aims to bridge this gap by evaluating VR applications with respect to these issues and highlights the lessons learned from the appropriate evaluations. The results demonstrate that VR application, which links different sources of information (as developed in this paper), promotes better learning than conventional printed materials and that students professed it positively as a precious complement to a physical field visit. The design recommendations for the development of similar VR learning applications are further discussed in this paper.
A Framework for Desktop Virtual Reality Application for EducationMangaiK4
Abstract: Contemporary custom in education encourages students to gain exposure in the real world through student visits (field visits) to sites in count to conventional textbooks and lectures. This disclosure helps students to experience real world situations and integrate this experience into knowledge learned in class. This is important to students in various disciplines such as engineering, architecture and transportation. Students, however, have limited on-site access due to issues related to safety concerns, cost and effort. In an attempt to address such issues, Virtual Reality (VR) applications have been developed and implemented. With the growth in the number of VR applications, there is currently a lack of information about the design issues of VR applications from the standpoint of integrating different types of information associated with the real world. This paper aims to bridge this gap by evaluating VR applications with respect to these issues and highlights the lessons learned from the appropriate evaluations. The results demonstrate that VR application, which links different sources of information (as developed in this paper), promotes better learning than conventional printed materials and that students professed it positively as a precious complement to a physical field visit. The design recommendations for the development of similar VR learning applications are further discussed in this paper.
In this paper I argue that the context for learning in the 21st Century has brought about the need to re-conceptualize or extend theories from the past if we are to develop an approach to learning design for the present and the future. Such an undertaking would appear to be timely as the nature of learning is being augmented and accelerated by new digital tools and media, particularly by mobile devices and the networks and structures to which they connect people.
Ref: 51. Cook, J. (2010). Mobile Phones as Mediating Tools Within Augmented Contexts for Development. Extended abstract in proceedings for workshop: Education in the Wild. Alpine Rendez-Vous, within the framework of the STELLAR Network of Excellence. December 3-4, 2009, Garmisch-Partenkirchen, Bavaria, Germany.
Content Modelling for Human Action Detection via Multidimensional ApproachCSCJournals
Video content analysis is an active research domain due to the availability and the increment of audiovisual data in the digital format. There is a need to automatically extracting video content for efficient access, understanding, browsing and retrieval of videos. To obtain the information that is of interest and to provide better entertainment, tools are needed to help users extract relevant content and to effectively navigate through the large amount of available video information. Existing methods do not seem to attempt to model and estimate the semantic content of the video. Detecting and interpreting human presence, actions and activities is one of the most valuable functions in this proposed framework. The general objectives of this research are to analyze and process the audio-video streams to a robust audiovisual action recognition system by integrating, structuring and accessing multimodal information via multidimensional retrieval and extraction model. The proposed technique characterizes the action scenes by integrating cues obtained from both the audio and video tracks. Information is combined based on visual features (motion, edge, and visual characteristics of objects), audio features and video for recognizing action. This model uses HMM and GMM to provide a framework for fusing these features and to represent the multidimensional structure of the framework. The action-related visual cues are obtained by computing the spatiotemporal dynamic activity from the video shots and by abstracting specific visual events. Simultaneously, the audio features are analyzed by locating and compute several sound effects of action events that embedded in the video. Finally, these audio and visual cues are combined to identify the action scenes. Compared with using single source of either visual or audio track alone, such combined audiovisual information provides more reliable performance and allows us to understand the story content of movies in more detail. To compare the usefulness of the proposed framework, several experiments were conducted and the results were obtained by using visual features only (77.89% for precision; 72.10% for recall), audio features only (62.52% for precision; 48.93% for recall) and combined audiovisual (90.35% for precision; 90.65% for recall).
Virtual Reality in Higher Education, why should you do it?Sylvia Moes
Slides of my keynote @29th of October, 2020 for KNVI. Brief overview of development of VR since 1830, and some examples of integration in HE, based on the work of: Jeffrey Pomerantz. Learning in Three Dimensions: Report on the EDUCAUSE/HP Campus of the Future Project. Research report. Louisville, CO: ECAR, August 2018.
A Framework for Desktop Virtual Reality Application for EducationMangaiK4
Abstract: Contemporary custom in education encourages students to gain exposure in the real world through student visits (field visits) to sites in count to conventional textbooks and lectures. This disclosure helps students to experience real world situations and integrate this experience into knowledge learned in class. This is important to students in various disciplines such as engineering, architecture and transportation. Students, however, have limited on-site access due to issues related to safety concerns, cost and effort. In an attempt to address such issues, Virtual Reality (VR) applications have been developed and implemented. With the growth in the number of VR applications, there is currently a lack of information about the design issues of VR applications from the standpoint of integrating different types of information associated with the real world. This paper aims to bridge this gap by evaluating VR applications with respect to these issues and highlights the lessons learned from the appropriate evaluations. The results demonstrate that VR application, which links different sources of information (as developed in this paper), promotes better learning than conventional printed materials and that students professed it positively as a precious complement to a physical field visit. The design recommendations for the development of similar VR learning applications are further discussed in this paper.
A Framework for Desktop Virtual Reality Application for EducationMangaiK4
Abstract: Contemporary custom in education encourages students to gain exposure in the real world through student visits (field visits) to sites in count to conventional textbooks and lectures. This disclosure helps students to experience real world situations and integrate this experience into knowledge learned in class. This is important to students in various disciplines such as engineering, architecture and transportation. Students, however, have limited on-site access due to issues related to safety concerns, cost and effort. In an attempt to address such issues, Virtual Reality (VR) applications have been developed and implemented. With the growth in the number of VR applications, there is currently a lack of information about the design issues of VR applications from the standpoint of integrating different types of information associated with the real world. This paper aims to bridge this gap by evaluating VR applications with respect to these issues and highlights the lessons learned from the appropriate evaluations. The results demonstrate that VR application, which links different sources of information (as developed in this paper), promotes better learning than conventional printed materials and that students professed it positively as a precious complement to a physical field visit. The design recommendations for the development of similar VR learning applications are further discussed in this paper.
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
AN APPLICATION OF PHYSICS EXPERIMENTS OF HIGH SCHOOL BY USING AUGMENTED REALITYijseajournal
There has been done little research to validate the utility and usability of virtual and augmented reality
environments. The evaluation of usability of these new technologies is very important to design systems that
are more intuitive than a traditional method. Such an evaluation is also important for future development
of applications that can gain from this new technology. The augmented reality (AR) is a technology that
embedded virtual object (video, picture and 3D object) to the user view the real world. The combination of
AR technology with the educational content creates new type of automated applications and acts to
enhance the effectiveness and attractiveness of teaching and learning for students in real life scenarios. The
study aims to improve the teaching methods used in secondary school by employing modern educational
technology and thus assess the effectiveness of AR apps in teaching students the physics experiments.
Therefore, in this study we took the challenge of adapting this technology to facilitate physics subject in
secondary school.
Idea of making a very intelligent system which is capable of making 3D virtual interface environment, by sensing thoughts of mind of teachers, in the classrooms
Some preliminary thoughts on the nature of what I am calling Augmented Contexts for Development; an extension of Vygotsky’s Zone of Proximal Development that takes into account the characteristics of 21st Century mass media structures and practices. Presentation at Education in the Wild. Alpine Rendez-Vous, within the framework of the STELLAR Network of Excellence. December 3-4, Garmisch-Partenkirchen, Bavaria, Germany.
THE CASE FOR MIXED REALITY TO IMPROVEPERFORMANCEStuart W.docxmamanda2
THE CASE FOR MIXED REALITY TO IMPROVE
PERFORMANCE
Stuart W. Volkow Alex C. Howland, PhD
The world of work is rapidly changing. Now, more than ever, the need for continuous workforce training
is needed. While there are many benefits to social and experiential offerings of face-to-face training,
distance learning is typically more practical in today’s society. Unfortunately, current distance-learning
technologies lack the immersion necessary for learning 21st-century skills. Virtual reality and
augmented reality (i.e., mixed realities) can be more effective for training and learning than traditional
flat-screen media.
THE FUTURE OF WORK AND THE
OPPORTUNITY OF MIXED REALITIES TO
IMPROVE PERFORMANCE
Robots, automation, and artificial intelligence are rapidly
changing the face of the American workforce. As more
and more jobs are filled by machines, experts agree that
the education marketplace will need to change to keep up
with the growing and widespread need for worker retrain-
ing (Pew Research Center Internet & Technology, 2017).
While there are benefits to the social and experiential
learning experiences that can be offered in a face-to-face
setting, distance learning is often an affordable and flexible
way to provide that training.
Unfortunately, most eLearning and webinar platforms
only offer participants a passive experience (e.g., watch-
ing videos, listening to a lecture). With corporate edu-
cation, including employee orientation, onboarding, and
skill building, passive learning is the norm, consisting
largely of sitting down and consuming pre-packaged con-
tent in bulk that’s presented formally by an educator
(Hinchcliffe, 2017). Such offerings do not help develop the
vital skills needed in today’s increasingly global and dis-
tributed economy, such as teaming, communication, lead-
ership, and cultural intelligence. They also do not immerse
learners into the context of the learning and provide the
ability for learners to practice in a safe environment. As
a result, many learners develop feelings of isolation, dis-
connectedness, and frustration, often associated with poor
retention rates and low return on investment (Willging &
Johnson, 2009).
Mixed-reality technologies (i.e., virtual reality and aug-
mented reality) provide solutions to these problems by
allowing people to come together in an active simulated
environment that allows them to see and interact with fel-
low participants and the simulated environment, regard-
less of geographic location. Such technologies have the po-
tential to dramatically transform education, training, and
human performance. The aim of this article is to provide
an overview of mixed realities (MR), to discuss theories as-
sociated with how the technologies can provide value for
performance, and to provide specific examples of effective
early-use cases.
Introduction to Mixed Realities
Well told, any story can be immersive. From spoken word
to literature, film, and television, imagination work.
Empowering humans in immersive learning environmentsLeonel Morgado
Keynote at ACM IMX 2022, XR-WALC workshop. Abstract:
You dare plowing through immersive learning environments. The jungle surrounds you and entices you, but also hampers your progress. Suddenly, activities you deemed plain are out of reach, like practicing team sports, while exotic ones are readily available, like visiting the molecular structure of materials. Relentlessly, you plow on, trusting your trail of experience to support your safe return, but the jungle overgrows it rapidly: your plans meet unexpected circumstances, like connectivity issues, lack of situational awareness, or sheer inadequacy to new realities: why assess by quizzing or milestones when we are immersed in situational evidence, for instance?
In this talk, I will address two main questions and provide examples and pathways to address them, by sharing my previous efforts on this regard:
- How can immersive environments expand the range of educational dynamics and subjects that online learning can provide?
- How can we have widespread deployment of immersive environments?
Initially, I will present an overview on the multifaceted concept of immersion, a phenomenon emerging from the combination of presence within a system, and psychological absorption by narratives and agency. A panorama of current uses, practices, and strategies of immersive learning environments will be provided, and two approaches for the main questions will be provided: the concept and use of virtual choreographies for semantic-based deployment and recording of immersive content, and the Inven!RA architecture for mapping analytics from immersive environments to learning objectives in plans.
Bringing Learning to Life through Immersive ExperiencesCognizant
With its ability to help learners absorb and retain material in a whole new way, immersive learning can boost learning engagement and retention across industries and applications.
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
Software Engineering, Software Consulting, Tech Lead.
Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Security,
Spring Transaction, Spring MVC,
Log4j, REST/SOAP WEB-SERVICES.
Navigating the Metaverse: A Journey into Virtual Evolution"Donna Lenk
Join us for an exploration of the Metaverse's evolution, where innovation meets imagination. Discover new dimensions of virtual events, engage with thought-provoking discussions, and witness the transformative power of digital realms."
More Related Content
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Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
AN APPLICATION OF PHYSICS EXPERIMENTS OF HIGH SCHOOL BY USING AUGMENTED REALITYijseajournal
There has been done little research to validate the utility and usability of virtual and augmented reality
environments. The evaluation of usability of these new technologies is very important to design systems that
are more intuitive than a traditional method. Such an evaluation is also important for future development
of applications that can gain from this new technology. The augmented reality (AR) is a technology that
embedded virtual object (video, picture and 3D object) to the user view the real world. The combination of
AR technology with the educational content creates new type of automated applications and acts to
enhance the effectiveness and attractiveness of teaching and learning for students in real life scenarios. The
study aims to improve the teaching methods used in secondary school by employing modern educational
technology and thus assess the effectiveness of AR apps in teaching students the physics experiments.
Therefore, in this study we took the challenge of adapting this technology to facilitate physics subject in
secondary school.
Idea of making a very intelligent system which is capable of making 3D virtual interface environment, by sensing thoughts of mind of teachers, in the classrooms
Some preliminary thoughts on the nature of what I am calling Augmented Contexts for Development; an extension of Vygotsky’s Zone of Proximal Development that takes into account the characteristics of 21st Century mass media structures and practices. Presentation at Education in the Wild. Alpine Rendez-Vous, within the framework of the STELLAR Network of Excellence. December 3-4, Garmisch-Partenkirchen, Bavaria, Germany.
THE CASE FOR MIXED REALITY TO IMPROVEPERFORMANCEStuart W.docxmamanda2
THE CASE FOR MIXED REALITY TO IMPROVE
PERFORMANCE
Stuart W. Volkow Alex C. Howland, PhD
The world of work is rapidly changing. Now, more than ever, the need for continuous workforce training
is needed. While there are many benefits to social and experiential offerings of face-to-face training,
distance learning is typically more practical in today’s society. Unfortunately, current distance-learning
technologies lack the immersion necessary for learning 21st-century skills. Virtual reality and
augmented reality (i.e., mixed realities) can be more effective for training and learning than traditional
flat-screen media.
THE FUTURE OF WORK AND THE
OPPORTUNITY OF MIXED REALITIES TO
IMPROVE PERFORMANCE
Robots, automation, and artificial intelligence are rapidly
changing the face of the American workforce. As more
and more jobs are filled by machines, experts agree that
the education marketplace will need to change to keep up
with the growing and widespread need for worker retrain-
ing (Pew Research Center Internet & Technology, 2017).
While there are benefits to the social and experiential
learning experiences that can be offered in a face-to-face
setting, distance learning is often an affordable and flexible
way to provide that training.
Unfortunately, most eLearning and webinar platforms
only offer participants a passive experience (e.g., watch-
ing videos, listening to a lecture). With corporate edu-
cation, including employee orientation, onboarding, and
skill building, passive learning is the norm, consisting
largely of sitting down and consuming pre-packaged con-
tent in bulk that’s presented formally by an educator
(Hinchcliffe, 2017). Such offerings do not help develop the
vital skills needed in today’s increasingly global and dis-
tributed economy, such as teaming, communication, lead-
ership, and cultural intelligence. They also do not immerse
learners into the context of the learning and provide the
ability for learners to practice in a safe environment. As
a result, many learners develop feelings of isolation, dis-
connectedness, and frustration, often associated with poor
retention rates and low return on investment (Willging &
Johnson, 2009).
Mixed-reality technologies (i.e., virtual reality and aug-
mented reality) provide solutions to these problems by
allowing people to come together in an active simulated
environment that allows them to see and interact with fel-
low participants and the simulated environment, regard-
less of geographic location. Such technologies have the po-
tential to dramatically transform education, training, and
human performance. The aim of this article is to provide
an overview of mixed realities (MR), to discuss theories as-
sociated with how the technologies can provide value for
performance, and to provide specific examples of effective
early-use cases.
Introduction to Mixed Realities
Well told, any story can be immersive. From spoken word
to literature, film, and television, imagination work.
Empowering humans in immersive learning environmentsLeonel Morgado
Keynote at ACM IMX 2022, XR-WALC workshop. Abstract:
You dare plowing through immersive learning environments. The jungle surrounds you and entices you, but also hampers your progress. Suddenly, activities you deemed plain are out of reach, like practicing team sports, while exotic ones are readily available, like visiting the molecular structure of materials. Relentlessly, you plow on, trusting your trail of experience to support your safe return, but the jungle overgrows it rapidly: your plans meet unexpected circumstances, like connectivity issues, lack of situational awareness, or sheer inadequacy to new realities: why assess by quizzing or milestones when we are immersed in situational evidence, for instance?
In this talk, I will address two main questions and provide examples and pathways to address them, by sharing my previous efforts on this regard:
- How can immersive environments expand the range of educational dynamics and subjects that online learning can provide?
- How can we have widespread deployment of immersive environments?
Initially, I will present an overview on the multifaceted concept of immersion, a phenomenon emerging from the combination of presence within a system, and psychological absorption by narratives and agency. A panorama of current uses, practices, and strategies of immersive learning environments will be provided, and two approaches for the main questions will be provided: the concept and use of virtual choreographies for semantic-based deployment and recording of immersive content, and the Inven!RA architecture for mapping analytics from immersive environments to learning objectives in plans.
Bringing Learning to Life through Immersive ExperiencesCognizant
With its ability to help learners absorb and retain material in a whole new way, immersive learning can boost learning engagement and retention across industries and applications.
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
Software Engineering, Software Consulting, Tech Lead.
Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Security,
Spring Transaction, Spring MVC,
Log4j, REST/SOAP WEB-SERVICES.
Navigating the Metaverse: A Journey into Virtual Evolution"Donna Lenk
Join us for an exploration of the Metaverse's evolution, where innovation meets imagination. Discover new dimensions of virtual events, engage with thought-provoking discussions, and witness the transformative power of digital realms."
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Keep tabs on your field staff effortlessly with Informap Technology Centre LLC. Real-time tracking, task assignment, and smart features for efficient management. Request a live demo today!
For more details, visit us : https://informapuae.com/field-staff-tracking/
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Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Gamify Your Mind; The Secret Sauce to Delivering Success, Continuously Improv...Shahin Sheidaei
Games are powerful teaching tools, fostering hands-on engagement and fun. But they require careful consideration to succeed. Join me to explore factors in running and selecting games, ensuring they serve as effective teaching tools. Learn to maintain focus on learning objectives while playing, and how to measure the ROI of gaming in education. Discover strategies for pitching gaming to leadership. This session offers insights, tips, and examples for coaches, team leads, and enterprise leaders seeking to teach from simple to complex concepts.
Gamify Your Mind; The Secret Sauce to Delivering Success, Continuously Improv...
Affordances of ict tool video assignment
1. Affordances of an ICT Tool
- Virtual & Augmented Reality
By Pang Choon Guan
and its use in Teaching and Learning
2. Affordances are actionable
properties that exist between an
object and an actor
(Gibson, 1979).
It is the perceived affordances not
the real ones that determine how the
object could possibly be used
(Norman, 1999).
Affordances can also be classified
into pedagogical, social and
technical affordances
(Wang, Woo & Chai, 2010).
What are Affordances?
3. Pedagogical or educational affordances
are characteristics of a resource that show
how a particular learning behaviour could
be enacted within the context.
Social affordances are aspects of the
learning environment that provide context
relevant to the learner’s social interaction.
Technical affordances are linked to
usability, ease, efficiency and capacity of
the tool to be used on various platforms
and ability to adapt to bandwidth of
connection (Bower, 2008)
What are Affordances?
5. What is Virtual &
Augmented Reality
(VR/AR)?
VR is an immersive media experience that
replicates either a real or imagined environment
and allows users to interact with this world in
ways that feel as if they are there
(Owen et al, 2015).
6. 3 Is - Immersion, Interactivity and
Information Intensity are affordances
of VR systems (Heim, 2008)
Immersion enhances learning by
enabling multiple perspectives,
situated learning, transfer of learning.
Dede (2009) elaborates that immersive
interfaces can foster educational
experiences based situated learning
(Lave and Wenger, 1991), where
learners interact with virtual entities.
Pedagogical Affordances of VR/AR
7. For example, immersion and
interactivity are key affordances of
a VR software called ‘The Climb’.
The student has the opportunity to
to experience mountain climbing
in a realistic manner by actions
such as gripping and chalking
(technical affordance).
This is done in a safe environment
and encouraged by peers and
values such as perseverance can
be taught (social affordance).
Pedagogical Affordances of VR/AR
8. Pedagogical Affordances of VR/AR
VR software provides 3D
visualisation and can assist
students to avoid 2D
‘imagination-caused spatial
misunderstanding’
(Cai, 2013).
Interactions between users
and virtual objects provide
realistic and dynamic
processes to enhance
learning.
In-Depth Learning Framework for VR applications (Cai, 2013)
(to deepen learning through
Immersive & Interactive Learning)
3D enabled
Visual
Learning
3D enabled
Simulation-
based
learning
3D enabled
Constructivist
Learning
3D enabled
Engaged
Learning
9. Students gain fresh
perspectives by going into the
virtual cell and manipulating its
organelles.
This facilitates students’
thinking of cellular structures
and functions through 3D
visualisation.
InCell VR game - students move
along a protein structure to try
to reach the nucleus faster than
invading viruses.
Pedagogical Affordances of VR/AR
10. Students are placed in a virtual
lab environment to manipulate
enzyme and substrate molecules.
This facilitates students’
understanding about enzyme
action at the molecular level.
They use VR controls (technical
affordances) to change variables
such as enzyme, substrate
concentration, pH levels, to see
the effect on enzymes.
Pedagogical Affordances of VR/AR
11. VR systems use a variety of intuitive
controls such as haptic and optical to
simulate presence and realism and
enable perceptible affordances.
Most current VR software are
designed on the premise that
knowledge is constructed by the
learner (Moore, 1995).
Gaver (1991) emphasizes the
importance of making affordances
perceptible through metaphors and
modalities such as tactile information
and sound to enable active
exploration of users.
Design of Affordances in VR/AR
12. In the Enzyme VR software, the
student opens a haptic left hand
control to intuitively change the
pH of the medium.
The student sees in real time
that the enzyme molecule
becomes enlarged and its active
site becomes denatured.
That aids in knowledge
construction to understand why
enzymes cannot work in highly
acidic or alkaline conditions.
Design of Affordances in VR/AR
13. In the Cells VR software, the
student opens a menu to
navigate which part of the cell
that she wants to find out more.
The perceived affordance of
autonomy aids in promoting
engagement and ownership of
learning.
For example, the student ‘holds’
and turns a cell membrane from
different angles in 3D space and
is able to better visualise the
components of cell membrane.
Design of Affordances in VR/AR
15. • Lesson context - students
shown a video on 2003
SARS episode
• AR immersion - observe the
3D ‘crown’ structure of the
SARS coronavirus & compare
virus and cells
• 3D technology – see animation
of virus replication on 3D LED
TV screens.
Lesson Design based on Affordances of VR/AR
18. Comments by students on how VR enhances learning
• “When we used the 3D glasses to explore the cells on
the walls, we could see them clearly”
• “The VR experience was the best as it helped me to
better visualise the cell.”
• When we did research as a group and presented it. it
allowed me to find out more about the SARS disease.
• When the other groups presented their research, it
helped me know more about the disease.
Lesson Design based on Affordances of VR/AR
19. Development of Technical Affordances
Immersive learning
environments
for VR/AR experiences
The world’s first
head-mounted
VR system
(Sutherland,
1968)
20. A key affordance of VR is that it allows multi-sensory interaction and learners can
construct meaning from experience.
It makes the teaching of complex or abstract ideas useful as it provides a means
of visualization and allows natural hypothesis making (Christou, 2010).
VR offers the capabilities of dynamic representation of microscopic worlds such
as cells, molecules that can give rise to a more accurate reasoning to explain
scientific phenomena.
Playing with multiple representations in a virtual environment can help support
students’ learning in the domain of molecular and cell biology
(Ryan et al, 2018 in press).
Discussion