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 document provides an overview of adapting digital storytelling in Moroccan classrooms. It begins with definitions of digital storytelling and discusses why it is being incorporated into education. Digital storytelling takes a constructivist approach to learning by encouraging collaboration, problem solving, and deep learning. The document outlines the seven elements of digital storytelling and how it can be used as an effective instructional tool for teachers and learning tool for students. It discusses 21st century skills developed through digital storytelling and provides suggestions for how to implement it in the classroom.
The document discusses several frameworks for conceptualizing mobile learning, including:
1. Koole's FRAME model which considers the overlap between the learner, social, and device aspects of mobile learning.
2. Activity theory which views learning as situated within a social context and influenced by mediating tools/artifacts. Mobile devices can expand the tools available for learning activities.
3. The sociocultural theory of learning which emphasizes that learning occurs through communication and collaboration between learners, teachers, and experts. Mobile devices can facilitate these interactions.
The document analyzes how these frameworks apply to different contexts of mobile learning like museums, field studies, and problem-based learning.
The document discusses augmented reality (AR) and digital pedagogy. It defines AR as using technology to enhance one's perception of the physical world through computer-generated stimuli viewed through special equipment. The document outlines several AR applications that could emerge in the next 1-5 years, including simple AR, gesture-based computing, and visual data analysis. It discusses how digital pedagogy converges technological, pedagogical, and content knowledge to transform teaching and learning through flexible opportunities using ICT. Examples of digital literacy and using ICT for professional practice are also provided.
Solutions in Education - Knowledge Society and Mobile LearningMervi Jansson-Aalto
The document discusses the future of education and mobile learning. It notes that education needs to be transformed, not just reformed, to build achievement through discovering each student's talents. Mobile learning can enhance collaboration, contextualize learning, and tailor instruction to individual needs. Effective mobile learning considers the device, learner, social, and mobile learning aspects. Devices like iPads are being used in pilot projects at InnoOmnia for special needs students, work-based learning, and demonstrating real-life competencies. Mobile learning supports and complements traditional learning rather than replacing it.
AVATAR – The Course: Recommendations for Using 3D Virtual Environments for Te...eLearning Papers
The first case study involved 30 Danish students aged 16-17 using Second Life to learn English. Students visited virtual locations related to Berlin and solved puzzles in the Robin Hood Quest. While students gained skills in navigating Second Life, the tasks proved too complex. Future projects could involve collaboration across countries and be scheduled earlier. Mastering Second Life required a steep learning curve. The second case study involved Italian high school students using Second Life over 30 hours to create a virtual bazaar and gain communication, cooperation, and problem-solving skills.
The Macquarie ICT Innovations Centre (MacICT) is located at Macquarie University, Sydney Australia. It is a collaborative agreement between the NSW Department of Education Communities (DEC) and Macquarie University which provides the opportunity for NSW DEC schools access to the use of innovative technologies in teaching and learning.
Venture-lab of Stanford University. Transmedia Education for Digital Natives. This startup project is focused in generating transmedia educational protocols for digital natives for worldwide implementation.
Using marketing models to review academic staff acceptanceSue Greener
1. The document discusses factors that influence academic staff adoption of learning technologies. It identifies themes from interviews with staff reluctant to adopt technologies, such as a focus on face-to-face learning and workload concerns.
2. It hypothesizes that teaching beliefs, digital skills, subject area, and views of teacher role may differentiate staff openness to technology. The Sheth and Sisodia 4A model of adoption is cited as a way to demonstrate technology value.
3. The conclusion proposes that deeply held teaching values are key to technology adoption, and changing these values is difficult when some staff feel pressure to embrace technologies while others resist change.
This document provides an overview of adapting digital storytelling in Moroccan classrooms. It begins with definitions of digital storytelling and discusses why it is being incorporated into education. Digital storytelling takes a constructivist approach to learning by encouraging collaboration, problem solving, and deep learning. The document outlines the seven elements of digital storytelling and how it can be used as an effective instructional tool for teachers and learning tool for students. It discusses 21st century skills developed through digital storytelling and provides suggestions for how to implement it in the classroom.
The document discusses several frameworks for conceptualizing mobile learning, including:
1. Koole's FRAME model which considers the overlap between the learner, social, and device aspects of mobile learning.
2. Activity theory which views learning as situated within a social context and influenced by mediating tools/artifacts. Mobile devices can expand the tools available for learning activities.
3. The sociocultural theory of learning which emphasizes that learning occurs through communication and collaboration between learners, teachers, and experts. Mobile devices can facilitate these interactions.
The document analyzes how these frameworks apply to different contexts of mobile learning like museums, field studies, and problem-based learning.
The document discusses augmented reality (AR) and digital pedagogy. It defines AR as using technology to enhance one's perception of the physical world through computer-generated stimuli viewed through special equipment. The document outlines several AR applications that could emerge in the next 1-5 years, including simple AR, gesture-based computing, and visual data analysis. It discusses how digital pedagogy converges technological, pedagogical, and content knowledge to transform teaching and learning through flexible opportunities using ICT. Examples of digital literacy and using ICT for professional practice are also provided.
Solutions in Education - Knowledge Society and Mobile LearningMervi Jansson-Aalto
The document discusses the future of education and mobile learning. It notes that education needs to be transformed, not just reformed, to build achievement through discovering each student's talents. Mobile learning can enhance collaboration, contextualize learning, and tailor instruction to individual needs. Effective mobile learning considers the device, learner, social, and mobile learning aspects. Devices like iPads are being used in pilot projects at InnoOmnia for special needs students, work-based learning, and demonstrating real-life competencies. Mobile learning supports and complements traditional learning rather than replacing it.
AVATAR – The Course: Recommendations for Using 3D Virtual Environments for Te...eLearning Papers
The first case study involved 30 Danish students aged 16-17 using Second Life to learn English. Students visited virtual locations related to Berlin and solved puzzles in the Robin Hood Quest. While students gained skills in navigating Second Life, the tasks proved too complex. Future projects could involve collaboration across countries and be scheduled earlier. Mastering Second Life required a steep learning curve. The second case study involved Italian high school students using Second Life over 30 hours to create a virtual bazaar and gain communication, cooperation, and problem-solving skills.
The Macquarie ICT Innovations Centre (MacICT) is located at Macquarie University, Sydney Australia. It is a collaborative agreement between the NSW Department of Education Communities (DEC) and Macquarie University which provides the opportunity for NSW DEC schools access to the use of innovative technologies in teaching and learning.
Venture-lab of Stanford University. Transmedia Education for Digital Natives. This startup project is focused in generating transmedia educational protocols for digital natives for worldwide implementation.
Using marketing models to review academic staff acceptanceSue Greener
1. The document discusses factors that influence academic staff adoption of learning technologies. It identifies themes from interviews with staff reluctant to adopt technologies, such as a focus on face-to-face learning and workload concerns.
2. It hypothesizes that teaching beliefs, digital skills, subject area, and views of teacher role may differentiate staff openness to technology. The Sheth and Sisodia 4A model of adoption is cited as a way to demonstrate technology value.
3. The conclusion proposes that deeply held teaching values are key to technology adoption, and changing these values is difficult when some staff feel pressure to embrace technologies while others resist change.
Educational technology refers to using technology tools to improve the learning process and includes computers, internet, television and radio. It emphasizes improving student knowledge. Instructional technology refers to using technology in the classroom to enhance learning and includes tools like computers, cameras and interactive media. It focuses on supporting learning through curriculum, instruction and assessment. The key difference is that educational technology focuses on improving overall student knowledge, while instructional technology focuses on enhancing the teaching and learning process in the classroom.
Digital storytelling learning projects engage and inspire students by connecting them to real-world issues and allowing them to be creative. When students work together on digital storytelling projects, they develop cooperation, communication, problem-solving and critical thinking skills. Integrating technology into collaborative projects increases these educational benefits and motivates students to invest more in their own learning.
Computer based interactive media creates a wonderful learning environment that utilizes the power of on screen video and instructions aided by computer processing power.
The document summarizes Elaine Raybourn's presentation on transmedia learning and learning in the wild. Some key points:
- Raybourn discusses using transmedia storytelling to create immersive learning experiences that engage learners across multiple platforms.
- She argues that most learning takes place outside the classroom, in everyday life, and should leverage connected, social, and ubiquitous environments.
- Raybourn's research focuses on guiding learner interactions in open-ended environments to improve performance through curiosity and emergent outcomes.
This document discusses mobile learning (m-learning), which is defined as learning across contexts through social interaction and content engagement using personal electronic devices. It covers the background of m-learning, different approaches like classroom and blended learning, challenges including technical issues and assessing learning outside the classroom, and technologies that support m-learning like smartphones and e-books. The key benefits of m-learning are improved accessibility, collaboration, and providing learning opportunities outside traditional settings.
The document discusses SIVECO Romania's efforts to improve education through innovative 3D and augmented reality technologies. It describes their AeL educational content which uses glasses-less 3D displays to bring learning objects to life. SIVECO is also applying multi-touch and augmented reality technologies in the classroom to enhance collaboration and make theoretical concepts more interactive and practical for students. The document outlines several awards the company has received for its educational solutions and technologies.
Future of learning - An initial perspective by Tim Gifford of ELTjamFuture Agenda
An initial perspective on the future of learning by Tim Gifford of ELTjam. This is the starting point for the global future agenda discussions taking place through 2015 as part of the the futureagenda2.0 programme. www.futureagenda.org
In partnership with the Macquarie ICT Innovation Centre, three Year 3 teachers and one Year 10 teacher will develop and design a transmedia story with their students to share with the other project classes to investigate the question: In what ways might transmedia storytelling allow teachers to re-imagine how they currently engage their class in an immersive literacy environment through the process of collaborative design?
The project will examine the potential value of transmedia storytelling for literacy development by investigating the worth of the ‘Weaving a StoryWorld Web’ framework, a teaching and learning model developed by MacICT’s research advisor to support the design, development and creation of transmedia storyworld. The project will particularly focus on the professional learning of the teachers, examining if transmedia story telling is an engaging and effective way to meet the ICT elements in the Australian Curriculum: English.
Find out more at www.macict.edu.au
Open collection of shareable digital tools to enable all teachers to design, embed and sustain the use of interactive technologies to bring differentiated teaching and learning performance inside the classroom.
Multimedia in education combines text, video, sound, graphics, and animation to provide a powerful new tool for teaching and learning. When used interactively, it allows students and teachers to choose their own path through linked ideas, rather than following a linear presentation. Effective use of multimedia requires considering human and technical factors like how much text or graphics will overwhelm viewers. It also requires resources like appropriate classroom architecture and technology. When students also produce their own multimedia works, it enhances the learning process by having them research, design, and communicate their understanding from multiple perspectives.
Rethinking literacy through transmedia storytellingCathie Howe
This document summarizes a presentation about rethinking literacy through transmedia storytelling. It discusses how transmedia storytelling enhances engagement by telling stories across multiple media platforms and allowing for audience participation. Examples are provided of transmedia storytelling projects done with students, and guidelines are offered for implementing transmedia projects in the classroom. Resources and tools for creating transmedia stories are also listed.
This chapter discusses educational technology and its use in schools. It defines key terms related to educational technology, such as computer assisted instruction, distance learning, instructional television, and virtual reality. It also provides examples of how different educational technologies can be used, including their advantages and disadvantages. Finally, it discusses new directions for educational technology, including better integrating technology into teaching content and rethinking traditional education goals and methods.
This document summarizes a webinar presentation about mobile learning and how technology may change education. The presentation discusses how mobile devices can be used for interactive textbooks, tutorials, augmented reality, and interactive multimedia learning. It also shares the results of a study on teachers who used iPads in Austrian schools. Key findings were that technical infrastructure and administrative support are important, and iPads facilitated constructivist, self-directed, and individualized learning with teachers taking more of a coaching role. The presentation concludes by emphasizing the need for education to evolve with technological advances.
The document discusses the role of augmented reality (AR) in education. It begins by introducing AR and its potential to enhance learning experiences and transform teaching approaches. It then discusses how AR aligns with constructivist learning theory by allowing interactive, immersive experiences. AR also supports experiential learning through hands-on virtual experiences and inquiry-based learning by enabling exploration. The document provides a brief history of AR technology and outlines examples of AR applications in classrooms, laboratories, and field trips to visualize concepts and foster collaboration.
Discover how the metaverse revolutionizes learning through immersive environments, personalized experiences, collaboration, and real-world simulations.
https://www.flexsin.com/metaverse/
Trends in educational technology and learning with increasing values (1)Advanced Academy
The document discusses trends in educational technology, focusing on augmented reality and its benefits for education. It defines augmented reality as technology that overlays virtual objects onto real-world views. The document then lists 10 benefits of augmented reality in education, such as providing access to learning materials, allowing safer practice, and improving content understanding and memory retention. It concludes that augmented reality makes education more engaging and enriches students' skills in an interactive way.
The Role Of Technology In Education: Impact, Tools, Challenges, Future | Futu...Future Education Magazine
Embracing Technology In Education: 1. The Impact of Technology on Education 2. Key Technological Tools Shaping Education 3. Challenges and Considerations 4. The Future of Education
WR Paper: Navigating Research on Videoconferencing based ...Videoguy
This document provides a summary of research on the use of videoconferencing for distance education. It begins with an overview of the historical development of distance education and types of research conducted. It then reviews some general findings, including that videoconferencing can be an effective medium for delivering education when used appropriately. However, more research is still needed on economic impacts and reasons for success or failure of certain programs. A key research finding discussed is Thomas Russell's "No Significant Difference Phenomenon", which illustrates that distance education using technology is generally no better or worse for learning outcomes than traditional classrooms.
Exploring the Future of Education: 20 Important Points on How VR and AR Techn...Future Education Magazine
Here are we Exploring How VR and AR Technologies play a Role In the Future of Education: 1. Immersive Learning Environments 2. Enhanced Engagement 3. Real-world Applications 4. Personalized Learning
Educational technology refers to using technology tools to improve the learning process and includes computers, internet, television and radio. It emphasizes improving student knowledge. Instructional technology refers to using technology in the classroom to enhance learning and includes tools like computers, cameras and interactive media. It focuses on supporting learning through curriculum, instruction and assessment. The key difference is that educational technology focuses on improving overall student knowledge, while instructional technology focuses on enhancing the teaching and learning process in the classroom.
Digital storytelling learning projects engage and inspire students by connecting them to real-world issues and allowing them to be creative. When students work together on digital storytelling projects, they develop cooperation, communication, problem-solving and critical thinking skills. Integrating technology into collaborative projects increases these educational benefits and motivates students to invest more in their own learning.
Computer based interactive media creates a wonderful learning environment that utilizes the power of on screen video and instructions aided by computer processing power.
The document summarizes Elaine Raybourn's presentation on transmedia learning and learning in the wild. Some key points:
- Raybourn discusses using transmedia storytelling to create immersive learning experiences that engage learners across multiple platforms.
- She argues that most learning takes place outside the classroom, in everyday life, and should leverage connected, social, and ubiquitous environments.
- Raybourn's research focuses on guiding learner interactions in open-ended environments to improve performance through curiosity and emergent outcomes.
This document discusses mobile learning (m-learning), which is defined as learning across contexts through social interaction and content engagement using personal electronic devices. It covers the background of m-learning, different approaches like classroom and blended learning, challenges including technical issues and assessing learning outside the classroom, and technologies that support m-learning like smartphones and e-books. The key benefits of m-learning are improved accessibility, collaboration, and providing learning opportunities outside traditional settings.
The document discusses SIVECO Romania's efforts to improve education through innovative 3D and augmented reality technologies. It describes their AeL educational content which uses glasses-less 3D displays to bring learning objects to life. SIVECO is also applying multi-touch and augmented reality technologies in the classroom to enhance collaboration and make theoretical concepts more interactive and practical for students. The document outlines several awards the company has received for its educational solutions and technologies.
Future of learning - An initial perspective by Tim Gifford of ELTjamFuture Agenda
An initial perspective on the future of learning by Tim Gifford of ELTjam. This is the starting point for the global future agenda discussions taking place through 2015 as part of the the futureagenda2.0 programme. www.futureagenda.org
In partnership with the Macquarie ICT Innovation Centre, three Year 3 teachers and one Year 10 teacher will develop and design a transmedia story with their students to share with the other project classes to investigate the question: In what ways might transmedia storytelling allow teachers to re-imagine how they currently engage their class in an immersive literacy environment through the process of collaborative design?
The project will examine the potential value of transmedia storytelling for literacy development by investigating the worth of the ‘Weaving a StoryWorld Web’ framework, a teaching and learning model developed by MacICT’s research advisor to support the design, development and creation of transmedia storyworld. The project will particularly focus on the professional learning of the teachers, examining if transmedia story telling is an engaging and effective way to meet the ICT elements in the Australian Curriculum: English.
Find out more at www.macict.edu.au
Open collection of shareable digital tools to enable all teachers to design, embed and sustain the use of interactive technologies to bring differentiated teaching and learning performance inside the classroom.
Multimedia in education combines text, video, sound, graphics, and animation to provide a powerful new tool for teaching and learning. When used interactively, it allows students and teachers to choose their own path through linked ideas, rather than following a linear presentation. Effective use of multimedia requires considering human and technical factors like how much text or graphics will overwhelm viewers. It also requires resources like appropriate classroom architecture and technology. When students also produce their own multimedia works, it enhances the learning process by having them research, design, and communicate their understanding from multiple perspectives.
Rethinking literacy through transmedia storytellingCathie Howe
This document summarizes a presentation about rethinking literacy through transmedia storytelling. It discusses how transmedia storytelling enhances engagement by telling stories across multiple media platforms and allowing for audience participation. Examples are provided of transmedia storytelling projects done with students, and guidelines are offered for implementing transmedia projects in the classroom. Resources and tools for creating transmedia stories are also listed.
This chapter discusses educational technology and its use in schools. It defines key terms related to educational technology, such as computer assisted instruction, distance learning, instructional television, and virtual reality. It also provides examples of how different educational technologies can be used, including their advantages and disadvantages. Finally, it discusses new directions for educational technology, including better integrating technology into teaching content and rethinking traditional education goals and methods.
This document summarizes a webinar presentation about mobile learning and how technology may change education. The presentation discusses how mobile devices can be used for interactive textbooks, tutorials, augmented reality, and interactive multimedia learning. It also shares the results of a study on teachers who used iPads in Austrian schools. Key findings were that technical infrastructure and administrative support are important, and iPads facilitated constructivist, self-directed, and individualized learning with teachers taking more of a coaching role. The presentation concludes by emphasizing the need for education to evolve with technological advances.
The document discusses the role of augmented reality (AR) in education. It begins by introducing AR and its potential to enhance learning experiences and transform teaching approaches. It then discusses how AR aligns with constructivist learning theory by allowing interactive, immersive experiences. AR also supports experiential learning through hands-on virtual experiences and inquiry-based learning by enabling exploration. The document provides a brief history of AR technology and outlines examples of AR applications in classrooms, laboratories, and field trips to visualize concepts and foster collaboration.
Discover how the metaverse revolutionizes learning through immersive environments, personalized experiences, collaboration, and real-world simulations.
https://www.flexsin.com/metaverse/
Trends in educational technology and learning with increasing values (1)Advanced Academy
The document discusses trends in educational technology, focusing on augmented reality and its benefits for education. It defines augmented reality as technology that overlays virtual objects onto real-world views. The document then lists 10 benefits of augmented reality in education, such as providing access to learning materials, allowing safer practice, and improving content understanding and memory retention. It concludes that augmented reality makes education more engaging and enriches students' skills in an interactive way.
The Role Of Technology In Education: Impact, Tools, Challenges, Future | Futu...Future Education Magazine
Embracing Technology In Education: 1. The Impact of Technology on Education 2. Key Technological Tools Shaping Education 3. Challenges and Considerations 4. The Future of Education
WR Paper: Navigating Research on Videoconferencing based ...Videoguy
This document provides a summary of research on the use of videoconferencing for distance education. It begins with an overview of the historical development of distance education and types of research conducted. It then reviews some general findings, including that videoconferencing can be an effective medium for delivering education when used appropriately. However, more research is still needed on economic impacts and reasons for success or failure of certain programs. A key research finding discussed is Thomas Russell's "No Significant Difference Phenomenon", which illustrates that distance education using technology is generally no better or worse for learning outcomes than traditional classrooms.
Exploring the Future of Education: 20 Important Points on How VR and AR Techn...Future Education Magazine
Here are we Exploring How VR and AR Technologies play a Role In the Future of Education: 1. Immersive Learning Environments 2. Enhanced Engagement 3. Real-world Applications 4. Personalized Learning
Lesson 5 ... Bringing the World into the Classroom through Educational Techno...MaeAnneTabelisma
This document discusses the role of educational technology in bringing the world into the classroom. It outlines how technology can be used to support active, collaborative learning models that emphasize understanding over memorization. Technology allows students to solve meaningful problems, acts as cognitive support through access to information, and promotes collaboration. It also discusses specific technology programs, databases, and opportunities for students to produce their own projects. Finally, it outlines modified technology standards for teachers, including how to operate technology, design learning environments, teach the curriculum, assess students, enhance professional development, and address social issues.
The role of simulation for authentic learning: blending theory and practicedebbieholley1
Debbie Holley discusses using simulation and virtual/augmented reality to create engaging learning experiences for students. She notes that only 20% of students currently have real-life simulation experiences. Holley provides examples of how her university has used VR/AR technologies for nursing, geology and archaeology simulations. However, she acknowledges that digital poverty can impact some students' ability to access such online resources and simulations. Scaling innovations to reach more learners poses additional challenges.
Stay Ahead of the Curve: Innovative Tools for Modern StudentsLambockStore
Introduction: Embracing Technology in Education
In today's rapidly evolving world, education is no longer confined to traditional textbooks and lecture halls. Modern students have access to a wealth of innovative tools and technologies that can revolutionize the way they learn, study, and succeed. From interactive platforms to advanced study aids, these tools offer exciting opportunities to enhance comprehension, engagement, and productivity. In this article, we'll explore a range of innovative tools that are reshaping the back to school supplies landscape, empowering students to stay ahead of the curve.
Virtual reality (VR) technology has the potential to revolutionize education by providing immersive learning experiences that transport students to interactive 3D environments beyond the traditional classroom. VR enhances student comprehension and engagement by allowing hands-on experimentation and discovery within simulated environments. It also increases accessibility and inclusivity by removing geographical barriers. The interactive nature of VR enables personalized learning catered to individual student needs and interests. VR provides practical, real-world applications to prepare students for future careers by allowing them to gain hands-on experience in safe simulations. While challenges remain, the integration of VR into mainstream education is growing as the technology advances.
How can education marketers get ahead in the digital age? A new wave of technology is changing the rules of education. Marketers need to get on board and start exploiting new technology to connect with learners.
Committees within the Teaching & Learning course in Fall 2011 met and developed ideas about productive uses of Second Life and virtual locations for K12 clss
Learning Environment and Design Current and Future Impacts.pptxARSENIOJRMIRANDO
The chapter highlighted the importance of creating physical environments that promote student engagement, collaboration, and academic success. Factors such as lighting, ventilation, noise levels, and furniture arrangement play a crucial role in fostering a positive learning experience. For example, natural lighting has been shown to improve student mood and alertness, while comfortable seating arrangements encourage active participation and peer-to-peer interactions.
In Trinity ISE II and III Module Reading and Writing, the candidate will have to do a writing. In this presentation, it can be learned the main differences between a report and a proposal. This section of the exam assesses the ability to:
◗ identify information that is relevant to the writing task and common themes and links across multiple texts and the finer points of detail, eg attitudes implied
◗ paraphrase/summarise complex and demanding texts
◗ synthesise such information to produce elaborated responses with clarity and precision.
After watching this presentation, candidates to this exam will understand how to have a critical and analytical thinking to write a report or a prososal.
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Bringing Learning to Life through Immersive Experiences
1. Bringing
Learning to
Life through
Immersive
Experiences
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.
Executive Summary
Interested in learning about prehistoric life? Just
put on a headset, open an app on your phone,
and start strolling next to a dinosaur in Jurassic
Park, seeing and experiencing its history, anat-
omy and behavior in real time. Your observations
and insights will stay with you long after a trip to
a conventional museum of natural history would.
This type of immersive experience is the future of
learning and the shape — and sights and sounds —
of things to come.
With the growing sophistication of advanced digi-
tal technologies such as artificial intelligence (AI),
virtual reality (VR), augmented reality (AR) and
mixed reality (MR), immersive learning is coming
to life (see Quick Take, page 4). The combination
of these technologies is moving the learning
experience into the virtual world, in which learn-
ers can interact through gesture recognition and
voice interfaces. These rich learning experiences
are set to disrupt the field of education, whether
it’s university course content, a human anatomy
lesson for a medical program or a virtual court-
room experience for budding lawyers.
Cognizant 20-20 Insights | September 2018
COGNIZANT 20-20 INSIGHTS
2. Immersive learning is about reaching a greater
variety of learners through an environment that
involves as many of our five senses as possible,
particularly vision, sound and touch, rather
than through the traditional mechanisms of
print, video and audio.
Cognizant 20-20 Insights
Bringing Learning to Life through Immersive Experiences | 2
Indeed, by 2021, 60% of U.S.-based higher
education institutions will use VR to create an
enhanced simulation and learning environment,
according to Gartner.
1
The market for educational
VR was worth $269 million in 2017, and is forecast
to reach $1.7 billion by 2021, a 55% compound
annual growth rate.
2
North America is expected
to be the fastest growing market due to heavier
investment and a swifter rate of technology
adoption, according to VR Education Holdings.
3
Given this backdrop, education providers should
begin now to create strategies for immersive
learning experiences. This white paper spells out
a strategy for turning this potential into reality by
evaluating technologies and use cases, creating
an immersive learning strategy and piloting the
most promising applications before proceeding
to a comprehensive rollout.
TOWARD VIVID LEARNING
EXPERIENCES
Rather than sitting with an old-fashioned paper-
based chart, imagine how powerful it would be for
chemistry students to instead interact with a 3-D
periodic table of the elements and learn through
experimentation. How about enabling them to
virtually add peroxide to potassium iodide and
see the column of foam that results? How exciting
would it be to explore a virtual railway station and
learn how to buy a train ticket through a simple
conversation?
Educational providers can now deliver all three
of these experiences in a safe, controlled virtual
environment with a focused educational out-
come: learning the periodic table, experiencing
chemical properties and preparing to use public
transportation at a particular locale.
Immersive learning is about reaching a greater
variety of learners through an environment that
involves as many of our five senses as possible,
particularly vision, sound and touch, rather than
through the traditional mechanisms of print,
video and audio (see Figure 1, next page).
3. Cognizant 20-20 Insights
Bringing Learning to Life through Immersive Experiences | 3
As such, immersive learning offers many advan-
tages over conventional learning approaches:
• The opportunity to learn through experi-
ence. Educators can create different scenarios
so learners can see and understand the mate-
rial in a more interactive way.
• Meaningful interactions in a rich environ-
ment. Learners can demonstrate they’ve met
the learning objectives.
• Curriculum aligned with accepted stan-
dards of learning. Global standards can be
embedded into the content, such as thresh-
olds for learning a new language, which
ensures learner performance meets or
exceeds expectations.
• Educational scaffolding (which allows stu-
dents to comprehend the solution set in its
entirety with supports removed over time).
Professional learning experiences, such as
legal education, can be designed with real-
world scenarios such as mock trials, giving
students the ability to practice and gain feed-
back and assistance from instructors.
The Impact of Experience on Learning Outcomes
According to Edgar Dale’s “Cone of Experience,” the greater the number of senses involved in the
learning process, the more effective the learning.
Read
View Images
Watch Videos
Attend Exhibits/Sites
Watch a Demonstration
Participate in Hands-on Workshop
Design Collaborative Lessons
Simulate, Model or Experience a Lesson
Design/Perform a Presentation — “Do the Real Thing”
Hear
Learners are able to (learning outcomes):
10% of what they read
20% of what they hear
30% of what they see
Define
Describe
Demonstrate
Apply
Practice
Analyze
Design
Evaluate
Create
List
Explain
50% of what they say
and hear
70% of what they say
and write
90% of what
they do
People generally remember:
Source: www.queensu.ca/teachingandlearning/modules/active/documents/Dales_Cone_of_Experience_summary.pdf
Figure 1
4. Cognizant 20-20 Insights
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QUICK TAKE
The World of Immersive
Technology
A number of technologies and
devices are involved in the delivery
of immersive learning:
• Virtual reality allows 3-D interac-
tivity between the learner and the
material.
• Gesture recognition allows users
to interact with applications in a
new way, such as those built on
the Microsoft Kinect platform.
• Haptic technology allows for
texture recognition through the
user’s fingertips.
• Augmented reality enables inter-
action with 2-D and 3-D objects.
• Wearabledevices,includinghead-
mounted displays, bring learners
into virtual worlds where they can
learn by seeing and doing.
• Speech interfaces provide ease
of use.
5. Bringing Learning to Life through Immersive Experiences | 5
HOW IMMERSION SUPPORTS
THE LEARNING PROCESS
Learning has traditionally been a one-to-many
experience, with the “sage on stage” transmit-
ting knowledge that is passively received (or not)
by the students. First-generation digital tech-
nologies allowed learners to time-shift learning
sessions, running them on-demand at their con-
venience. This development was a breakthrough
in terms of allowing learners more agency in
their learning experiences, such as the ability to
absorb knowledge at their own pace and replay
as needed (see Figure 2).
Advanced digital technologies go further
by delivering targeted bursts of knowledge
in-the-moment via sensory experiences that lock
in learning at a much deeper level.
Immersive technology plunges students into
virtual environments, where they not only gain
academic knowledge but also practice prob-
lem-solving, critical thinking and technical and
creative skills, both individually and in collabora-
tion with other students. More than simply asking
students questions and having them provide an
answer that’s either right or wrong, immersive
learning empowers students to strategize and
make their own decisions so they learn from their
successes and failures.
Immersive technology plunges students into virtual
environments, where they not only gain academic
knowledge but also practice problem-solving, critical
thinking and technical and creative skills, both
individually and in collaboration with other students.
Learning Delivery Evolution
The change in learners’ expectations due to technology.
PRE-DIGITAL DIGITAL BEYOND DIGITAL
One-to-Many One-to-One One-to-Moment
Figure 2
6. Cognizant 20-20 Insights
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Such customized experiences and realistic sim-
ulation environments enhance student interest.
Engagement levels can be measured by the
amount of time learners spend with a learning
system or game and how often they return to it,
which is an important indicator of how interest-
ing and attractive the application is.
Because immersive learning supports self-guided
exploration and makes the inaccessible accessi-
ble, it has the potential to significantly improve
the future of education and research. Venues
that would have previously been out of reach,
such as remote archeological sites, 360-degree
immersive tours and skywalks, can be fully expe-
rienced, serving as immersive workbenches for
researchers.
Immersive learning spaces can also support
collaboration and co-creation in a virtual environ-
ment, such as the construction of architectural
models or recreation of historic or natural sites
and other spatial renderings. With immersive
technologies, educators can also create personal-
ized, one-off experiences, aligned with a specific
curriculum or set of standards.
Virtual simulation environments represent
another area of significant potential. In sectors
where a traditional training environment would
pose health and safety risks, a simulated envi-
ronment, such as a virtual factory, would allow
learners to test valuable skills and explore the
outcomes of their decisions with no threat to
their safety or damage to costly equipment.
IMMERSIVE LEARNING IN THE
REAL WORLD
All industries can benefit from immersive prob-
lem solving and the ability to tell stories aided
by VR technology.
4
Immersive learning is already
enhancing learning outcomes across a variety of
industries and applications:
• In science labs, students can perform specific
measurements, conduct authentic lab proce-
dures and get real-time assistance with hand
and body movement.
• In manufacturing, companies can create 360-
degree video manuals for equipment on the
shop floor and in the field.
• In the medical field, virtual 3-D anatomical
models and surgical procedure simulations
can accelerate learning and retention.
• For law students, immersive mock trials can
aid in trial preparation by covering court eti-
quette, witness and defense interactions and
how to make opening and closing statements.
Other practical applications include vocational
courses (such as culinary education or auto-
motive repair), teacher training and language
learning (see Quick Take, page 8).
In sectors where a traditional training
environment would pose health and safety
risks, a simulated environment, such as a
virtual factory, would allow learners to test
valuable skills and explore the outcomes
of their decisions with no threat to their
safety or damage to costly equipment.
7. Cognizant 20-20 Insights
Bringing Learning to Life through Immersive Experiences | 7
Quick Take
VR Transforms Critical
Neonatal Training
We worked with the University of
Newcastle (UON) in Australia to
create a VR-based delivery room
for midwifery students to learn key
anatomy and birthing techniques.
The solution simulates a virtual
emergency neonatal resuscitation
event. Utilizing VR headsets such
as Samsung Gear VR, HTC Vive and
Oculus Rift, the students can expe-
rience and learn vital and advanced
neonatal resuscitation skills in a
simulated environment.
Our VR solution allows students to
undertake a series of steps to pass
the time-critical scenario, either
with a virtual “helper” in practice
mode, or individually in a formal
test. As the simulation is easily
accessible and portable, students
can study anywhere at any time.
Run via an app developed for Micro-
soft Windows, iOS and Android, the
technology is designed to maximize
the learning experience by allowing
students to train outside the class-
room at their own pace.
8. Cognizant 20-20 Insights
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Quick Take
Immersive Experience for
Language Learning
Language mastery is an area that’s
ripe for experiential learning. We
developed an immersive program
for English language learners pre-
paring for an assessment such as
Test of English for Foreign Language
(TOEFL), International English Lan-
guage Testing System (IELTS) or
Pearson Test of English (PTE).
Currently, such learners (most
from non-native English-speaking
nations) use textbooks, audio tools
or conversations over the web to
learn and improve their skills. What
they lacked was an engaging solu-
tion that would help them learn a
country’s culture as well as improve
their language skills through real
experiences.
We crafted a learner-centric, task-
based learning module, available
via mobile devices, in a flexible
and engaging format. Aligned with
global language standards, the rich
content includes VR-based experi-
ences that allow learners to engage
in the foreign language while per-
forming everyday tasks, such as
buying a train ticket.
The program covers three major
aspects of English language teach-
ing and assessment: reading,
listening and speaking. As learners
practice these skills on the immer-
sive language solution, their work
is compared with the global lan-
guage-learning standards of the
Common European Framework of
References for Languages (CEFR).
The system suggests next steps
to help learners continually reach
higher levels of mastery. A learner
at the A2 CEFR level, for example,
would be shown words and phrases
to advance to the B1 CEFR level.
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ENDNOTES
1 Marty Resnick, “Virtual Reality in Higher Ed,” Gartner Blog Network, Aug. 3, 2017, https://blogs.gartner.com/marty-res-
nick/2017/08/03/virtual-reality-vr-in-higher-ed/.
2 VR Education Holdings: www.vreducationholdings.com/archive/admission-document.pdf.
3 Ibid.
4 “Master Storytelling: Using Virtual Reality,” Cognizant Technology Solutions, Dec. 21, 2016, https://youtu.be/3cvvqTBlrcA.
5 “Helping the Education Industry Learn and Ascend the Digital Technology Curve,” Cognizant Technology Solutions, July 2017,
www.cognizant.com/whitepapers/helping-the-education-industry-learn-and-ascend-the-digital-technology-curve-codex2580.pdf.
LOOKING FORWARD
To move ahead with immersive learning, educa-
tion providers should map out a strategy with the
following elements:
• An in-depth needs assessment using a tool
such as our 4Si Framework.
5
• Feedback from all constituents, including
students, to ensure the immersive offering
meets all requirements.
• A readiness plan to deliver the immersive
experiences to learners.
As with any learning solution, time to market is
a key consideration when it comes to immersive
learning. With our Immersive Learning Platform
(ILP) and specialized widgets for education (such
as assessments and reports), we can help orga-
nizations quickly and cost-effectively create
immersive learning experiences. The ILP con-
tains application programming interface (API)
gateways for integration with enterprise systems
in key areas, such as identity management, single
sign-on, learning path, gradebooks, student
information systems and institutional financial
systems. The platform is one way for education
providers to quickly and cost-effectively innovate
while minimizing the risk of developing immer-
sive learning products that engage learners.
Immersive learning offers great potential to
speed acquisition and retention of learning mate-
rials. The critical success factor is the ability
to deliver the right content for each learner to
achieve the desired learning outcomes.
Manoj Chawla
Senior Manager,
Cognizant Education Practice
Manoj Chawla is a Senior Manager within Cognizant’s Education
Practice. He has served global customers in the higher-ed, K-12
and continuing education spaces. In these roles, Manoj has helped
customers define and develop learner-centric digital solutions. His
areas of expertise include digital strategy, solution envisioning
and process consulting. A Certified Scrum Product Owner (CSPO),
Manoj also holds an MBA from Great Lakes Institute of Management
and an engineering degree in electronics. Manoj can be reached at
Manoj.Chawla@cognizant.com.
ABOUT THE AUTHOR