Whether it's a concert, conference, or sporting event, the inspiring energy from these organized gatherings is truly a memorable yet incredibly temporary.
How can that energy become a bigger part of our daily lives?
How Social Networking Is Making Us AntisocialKelsey Elchuk
Our excessive use of social media is negatively impacting many aspects of our social lives, including friendships, relationships and overall life experiences. Here's how.
ARstudio is an Australian government-funded project that aims to identify effective uses of augmented reality (AR) in education. It includes producing models of AR implementations in learning spaces, as well as tools to map adoption of AR and evaluate its effectiveness. The project also establishes an online community for sharing AR ideas and resources. The overall goal is to build expertise around using AR technologies to enhance education.
Virtual reality involves immersive, interactive simulated environments generated by computer technology. Key technologies include display systems, tracking systems, and virtual world construction systems. Head-mounted displays worn on the head can provide immersive views of virtual worlds. Tracking systems monitor users' movements. Augmented reality enhances real environments by overlaying virtual objects, while mixed reality merges real and virtual objects. Applications include virtual therapy for PTSD and military training simulations combining real and virtual elements.
Layar is an augmented reality platform that allows users to view digital information overlaid on the real world when viewed through a mobile device camera. A video demonstration shows a user pointing their phone at buildings and streets to see interactive information, directions, and reviews overlayed on the real environment. Layar is a tool for creating augmented reality experiences and applications.
Augmented reality allows digital information to be overlaid on the real world, potentially enhancing experiences by providing additional context about one's surroundings. While still in early stages, augmented reality shows promise in fields like navigation, education, and entertainment by bringing virtual elements into the real world in a location-aware manner. Further development is needed to realize augmented reality's full potential and determine what applications may come next.
Web Standards for AR workshop at ISMAR13Rob Manson
This work was presented at the Open Standards session at the IEEE ISMAR 2013 event. It provides a detailed overview and working examples that show exactly where Augmented Reality and Computer Vision are up to on the Web Platform.
This presentation also provides a detailed description of how to define exactly what the Augmented Web is.
Whether it's a concert, conference, or sporting event, the inspiring energy from these organized gatherings is truly a memorable yet incredibly temporary.
How can that energy become a bigger part of our daily lives?
How Social Networking Is Making Us AntisocialKelsey Elchuk
Our excessive use of social media is negatively impacting many aspects of our social lives, including friendships, relationships and overall life experiences. Here's how.
ARstudio is an Australian government-funded project that aims to identify effective uses of augmented reality (AR) in education. It includes producing models of AR implementations in learning spaces, as well as tools to map adoption of AR and evaluate its effectiveness. The project also establishes an online community for sharing AR ideas and resources. The overall goal is to build expertise around using AR technologies to enhance education.
Virtual reality involves immersive, interactive simulated environments generated by computer technology. Key technologies include display systems, tracking systems, and virtual world construction systems. Head-mounted displays worn on the head can provide immersive views of virtual worlds. Tracking systems monitor users' movements. Augmented reality enhances real environments by overlaying virtual objects, while mixed reality merges real and virtual objects. Applications include virtual therapy for PTSD and military training simulations combining real and virtual elements.
Layar is an augmented reality platform that allows users to view digital information overlaid on the real world when viewed through a mobile device camera. A video demonstration shows a user pointing their phone at buildings and streets to see interactive information, directions, and reviews overlayed on the real environment. Layar is a tool for creating augmented reality experiences and applications.
Augmented reality allows digital information to be overlaid on the real world, potentially enhancing experiences by providing additional context about one's surroundings. While still in early stages, augmented reality shows promise in fields like navigation, education, and entertainment by bringing virtual elements into the real world in a location-aware manner. Further development is needed to realize augmented reality's full potential and determine what applications may come next.
Web Standards for AR workshop at ISMAR13Rob Manson
This work was presented at the Open Standards session at the IEEE ISMAR 2013 event. It provides a detailed overview and working examples that show exactly where Augmented Reality and Computer Vision are up to on the Web Platform.
This presentation also provides a detailed description of how to define exactly what the Augmented Web is.
The document discusses new trends in learning, including immersive learning using virtual environments and simulations, open learning through open educational resources and courseware, and social learning through digital media and connections with others. Immersive learning allows for realistic experiences and engagement but faces challenges in assessment. Open learning promotes equal access through sharing of free resources globally, though issues around quality, copyright and sustainability must be addressed. Social learning enhances knowledge through connections and interactions with others using social media and online platforms, though well-designed structures are needed to integrate these tools effectively.
The document discusses personal learning environments (PLEs) and how they are shaped by Web 2.0 technologies and social software. PLEs allow learners to manage their own learning across different tools and contexts by organizing resources and connecting with other learners. PLEs recognize that learning is lifelong and learner-driven. They challenge traditional education systems by putting learners in control and acknowledging different contexts and styles of learning. For learning to fully benefit from new technologies, educational institutions will need to reform pedagogies and partnerships between different stakeholders.
The document discusses personal learning environments (PLEs) and how they are shaped by Web 2.0 technologies and social software. PLEs allow learners to manage their own learning across different tools and contexts by organizing resources and connecting with other learners. The key aspects of PLEs are that they are learner-driven, personalized, and not confined to any single learning institution or technology. PLEs recognize that learning occurs both formally and informally through social interactions and sharing online. They challenge traditional education systems by giving more control over learning to individuals.
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.
The document discusses personal learning environments (PLEs). It defines PLEs as tools that allow learners to engage in a distributed learning network of people, services, and resources. PLEs recognize that learning occurs across different contexts and situations, not just from a single provider. Effective PLEs help learners manage information, generate and share content, connect with others, and record achievements over a lifetime of learning. They incorporate formal and informal learning through various media and are tailored to individual learners' interests.
The document discusses virtual learning environments (VLEs), which are computer-based systems that facilitate online learning. VLEs allow educational interactions and foster student engagement outside the traditional classroom. Examples of popular VLEs mentioned include Moodle, Second Life, and Sloodle. Theories that support VLEs include engagement theory and involvement theory. While VLEs increase access and interaction, challenges include costs, training, technology support, and security issues.
Multimedia presentation to board of education on augmented reality for diffus...Jeannie Frazier
The document proposes implementing augmented reality in classrooms and provides supporting research. It discusses how AR can engage students by bringing lessons to life through virtual overlays of real objects. Research shows AR helps learning and several developers have created educational AR modules. While the technology faces challenges, early adopter teachers are using AR successfully. The presentation recommends providing teacher training and resources to help AR gain acceptance and improve education.
Autism spectrum disorder affects approximately 1.5 million people in the United States, with 1 in 110 children being diagnosed, and 1 in 70 boys. While the cause is unknown, technology can help people with autism learn in different ways. Video modeling, digital social stories, and simulations have been shown to improve communication and social skills. Interactive whiteboards and specialized software programs provide engaging and individualized learning environments. Computers create a focused, comfortable environment and allow for differentiated instruction that can lead to future success for people with autism.
The document discusses virtual learning environments (VLEs), which are computer-based systems that facilitate online learning. VLEs allow for educational interactions and help turn online spaces into places for learning. They have emerged alongside increased student use of social media and can provide interactive learning similar to in-person classes. Examples of popular VLEs mentioned include Moodle, Second Life, and Sloodle. Research suggests that VLEs increase engagement and involvement through collaboration, which can help improve student learning outcomes. However, VLEs also present challenges such as costs, training needs, and technical support requirements.
This document summarizes a research paper on using virtual and augmented reality in education. The paper provides a literature review on VR and AR, analyzing their implementation in educational models. It then proposes a model for developing integrated learning objects using VR and AR. The model involves designing, introducing, exploring, constructing, and sharing VR and AR learning objects that can be integrated into other educational content. To validate this model, the paper describes an experiment comparing its features to existing virtual learning environments. The results suggest the model could effectively integrate VR and AR learning objects into educational platforms and environments.
Barriers and Enablers to the Use of Virtual Worlds in Higher Education: An Ex...Helen Farley
Three-dimensional (3D) virtual worlds have been used for more than a decade in higher education for teaching
and learning. Since the 1980s, academics began using virtual worlds as an exciting and innovative new
technology to provide their students with new learning experiences that were difficult to provide any other way.
But since that time, virtual worlds have failed to maintain their popularity as learning spaces; many builds
falling into disuse and many disappearing altogether. The aim of this article is not only to determine why virtual
worlds have not become a mainstream teaching tool, but to ascertain why they have even failed to maintain their
popularity. In order to do this, the research team surveyed over 200 academics about the barriers and enablers to
the use and perceived affordances of virtual worlds in teaching and learning. These responses are examined in
relation to academics’ past, present and future use, experience and knowledge of virtual world environments.
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.
Augmented Reality Session - December 2013James Little
This document discusses augmented reality, providing an overview of what it is and examples of how it can be used for education and other purposes. It then demonstrates how to create and interact with augmented reality content using the Aurasma platform, encouraging participants to think about how they could use augmented reality in their own teaching sessions. Hands-on activities are provided to allow participants to create and experience augmented reality.
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.
This presentation provides an introduction to social networking. It defines social networking as online services that allow users to create public profiles, connect with other users, and share media like photos and videos. The presentation notes benefits of social networking like creating online communities and sustaining connections between geographically scattered users. It also lists some potential drawbacks like demanding time/energy and changes over time. Resources for learning more about social networking are provided.
This document reviews the use of mobile apps to support learning for students. It discusses research that shows how mobile technology can increase student engagement and involvement. Apps allow for differentiated instruction and address different learning needs. The document provides examples of apps for communication, math, language, writing, science, history, art, music, foreign language, productivity, organizers, early childhood, reference, ABA therapy, social skills, life skills, and relaxation. It concludes that mobile apps provide opportunities to access, participate in, and demonstrate learning in multiple ways.
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
Virtual Reality: A Technology Benefiting Studentssamhauck
This document discusses the benefits of using virtual reality in education. It begins with an overview of studies showing virtual reality can increase student engagement and learning retention. While some argue VR only benefits games and can increase aggression, the document asserts VR has potential to engage students and allow skills practice without risk of harm. The purpose is to explore VR benefits in education. It then provides background on VR history from the 1800s to modern headsets. Benefits discussed include increased student engagement, hands-on training without risk in fields like medicine, opportunities to experience things not otherwise possible, and teaching empathy. The document makes the case that VR positively impacts education when used appropriately.
This document discusses mobile learning (mLearning) and the use of mobile technologies in education. It defines mLearning as the acquisition of knowledge and skills using mobile devices that results in behavioral changes. Mobile devices allow for flexible and self-directed learning anywhere and anytime. While mobile technologies engage students and enhance learning, their integration poses challenges around equitable access, distraction, and network security. Studies show mobile programs can improve student outcomes when properly implemented in a one-to-one model.
1. The document discusses the use of 3D virtual worlds for online education and the creation of learning communities. It describes a virtual world called AET Zone that was created by Appalachian State University for their Instructional Technology program.
2. AET Zone allows for presence, co-presence, and interaction through avatars. Studies have shown these factors are important for developing online communities and engagement. Student surveys found AET Zone promoted a supportive learning community and continuous, collaborative learning.
3. Over time, AET Zone has grown to include over 2,400 members and additional interactive elements. It serves as the core environment for the Instructional Technology Master's program.
The document discusses new trends in learning, including immersive learning using virtual environments and simulations, open learning through open educational resources and courseware, and social learning through digital media and connections with others. Immersive learning allows for realistic experiences and engagement but faces challenges in assessment. Open learning promotes equal access through sharing of free resources globally, though issues around quality, copyright and sustainability must be addressed. Social learning enhances knowledge through connections and interactions with others using social media and online platforms, though well-designed structures are needed to integrate these tools effectively.
The document discusses personal learning environments (PLEs) and how they are shaped by Web 2.0 technologies and social software. PLEs allow learners to manage their own learning across different tools and contexts by organizing resources and connecting with other learners. PLEs recognize that learning is lifelong and learner-driven. They challenge traditional education systems by putting learners in control and acknowledging different contexts and styles of learning. For learning to fully benefit from new technologies, educational institutions will need to reform pedagogies and partnerships between different stakeholders.
The document discusses personal learning environments (PLEs) and how they are shaped by Web 2.0 technologies and social software. PLEs allow learners to manage their own learning across different tools and contexts by organizing resources and connecting with other learners. The key aspects of PLEs are that they are learner-driven, personalized, and not confined to any single learning institution or technology. PLEs recognize that learning occurs both formally and informally through social interactions and sharing online. They challenge traditional education systems by giving more control over learning to individuals.
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.
The document discusses personal learning environments (PLEs). It defines PLEs as tools that allow learners to engage in a distributed learning network of people, services, and resources. PLEs recognize that learning occurs across different contexts and situations, not just from a single provider. Effective PLEs help learners manage information, generate and share content, connect with others, and record achievements over a lifetime of learning. They incorporate formal and informal learning through various media and are tailored to individual learners' interests.
The document discusses virtual learning environments (VLEs), which are computer-based systems that facilitate online learning. VLEs allow educational interactions and foster student engagement outside the traditional classroom. Examples of popular VLEs mentioned include Moodle, Second Life, and Sloodle. Theories that support VLEs include engagement theory and involvement theory. While VLEs increase access and interaction, challenges include costs, training, technology support, and security issues.
Multimedia presentation to board of education on augmented reality for diffus...Jeannie Frazier
The document proposes implementing augmented reality in classrooms and provides supporting research. It discusses how AR can engage students by bringing lessons to life through virtual overlays of real objects. Research shows AR helps learning and several developers have created educational AR modules. While the technology faces challenges, early adopter teachers are using AR successfully. The presentation recommends providing teacher training and resources to help AR gain acceptance and improve education.
Autism spectrum disorder affects approximately 1.5 million people in the United States, with 1 in 110 children being diagnosed, and 1 in 70 boys. While the cause is unknown, technology can help people with autism learn in different ways. Video modeling, digital social stories, and simulations have been shown to improve communication and social skills. Interactive whiteboards and specialized software programs provide engaging and individualized learning environments. Computers create a focused, comfortable environment and allow for differentiated instruction that can lead to future success for people with autism.
The document discusses virtual learning environments (VLEs), which are computer-based systems that facilitate online learning. VLEs allow for educational interactions and help turn online spaces into places for learning. They have emerged alongside increased student use of social media and can provide interactive learning similar to in-person classes. Examples of popular VLEs mentioned include Moodle, Second Life, and Sloodle. Research suggests that VLEs increase engagement and involvement through collaboration, which can help improve student learning outcomes. However, VLEs also present challenges such as costs, training needs, and technical support requirements.
This document summarizes a research paper on using virtual and augmented reality in education. The paper provides a literature review on VR and AR, analyzing their implementation in educational models. It then proposes a model for developing integrated learning objects using VR and AR. The model involves designing, introducing, exploring, constructing, and sharing VR and AR learning objects that can be integrated into other educational content. To validate this model, the paper describes an experiment comparing its features to existing virtual learning environments. The results suggest the model could effectively integrate VR and AR learning objects into educational platforms and environments.
Barriers and Enablers to the Use of Virtual Worlds in Higher Education: An Ex...Helen Farley
Three-dimensional (3D) virtual worlds have been used for more than a decade in higher education for teaching
and learning. Since the 1980s, academics began using virtual worlds as an exciting and innovative new
technology to provide their students with new learning experiences that were difficult to provide any other way.
But since that time, virtual worlds have failed to maintain their popularity as learning spaces; many builds
falling into disuse and many disappearing altogether. The aim of this article is not only to determine why virtual
worlds have not become a mainstream teaching tool, but to ascertain why they have even failed to maintain their
popularity. In order to do this, the research team surveyed over 200 academics about the barriers and enablers to
the use and perceived affordances of virtual worlds in teaching and learning. These responses are examined in
relation to academics’ past, present and future use, experience and knowledge of virtual world environments.
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.
Augmented Reality Session - December 2013James Little
This document discusses augmented reality, providing an overview of what it is and examples of how it can be used for education and other purposes. It then demonstrates how to create and interact with augmented reality content using the Aurasma platform, encouraging participants to think about how they could use augmented reality in their own teaching sessions. Hands-on activities are provided to allow participants to create and experience augmented reality.
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.
This presentation provides an introduction to social networking. It defines social networking as online services that allow users to create public profiles, connect with other users, and share media like photos and videos. The presentation notes benefits of social networking like creating online communities and sustaining connections between geographically scattered users. It also lists some potential drawbacks like demanding time/energy and changes over time. Resources for learning more about social networking are provided.
This document reviews the use of mobile apps to support learning for students. It discusses research that shows how mobile technology can increase student engagement and involvement. Apps allow for differentiated instruction and address different learning needs. The document provides examples of apps for communication, math, language, writing, science, history, art, music, foreign language, productivity, organizers, early childhood, reference, ABA therapy, social skills, life skills, and relaxation. It concludes that mobile apps provide opportunities to access, participate in, and demonstrate learning in multiple ways.
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
Virtual Reality: A Technology Benefiting Studentssamhauck
This document discusses the benefits of using virtual reality in education. It begins with an overview of studies showing virtual reality can increase student engagement and learning retention. While some argue VR only benefits games and can increase aggression, the document asserts VR has potential to engage students and allow skills practice without risk of harm. The purpose is to explore VR benefits in education. It then provides background on VR history from the 1800s to modern headsets. Benefits discussed include increased student engagement, hands-on training without risk in fields like medicine, opportunities to experience things not otherwise possible, and teaching empathy. The document makes the case that VR positively impacts education when used appropriately.
This document discusses mobile learning (mLearning) and the use of mobile technologies in education. It defines mLearning as the acquisition of knowledge and skills using mobile devices that results in behavioral changes. Mobile devices allow for flexible and self-directed learning anywhere and anytime. While mobile technologies engage students and enhance learning, their integration poses challenges around equitable access, distraction, and network security. Studies show mobile programs can improve student outcomes when properly implemented in a one-to-one model.
1. The document discusses the use of 3D virtual worlds for online education and the creation of learning communities. It describes a virtual world called AET Zone that was created by Appalachian State University for their Instructional Technology program.
2. AET Zone allows for presence, co-presence, and interaction through avatars. Studies have shown these factors are important for developing online communities and engagement. Student surveys found AET Zone promoted a supportive learning community and continuous, collaborative learning.
3. Over time, AET Zone has grown to include over 2,400 members and additional interactive elements. It serves as the core environment for the Instructional Technology Master's program.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
8. Summary of the key features of Augmented Reality: Task: Brainstorm how one or a few of these AR features could enhance an activity, assignment, project, lab, lesson, etc. in your subject area.
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