“Educating the individual is this country’s most valuable investment. It represents the foundation for progress and development“. In this presentation, you will discover the Benefits of VRAR Technology in present and future Education.
Why Technology Is Failing In Public SchoolsEduTechNia
An undercover case study across different public schools reaveals why technology is failing. After our observations, we concluded that technology is failing primarily because: inattention to results and avoidance of accountability. To our surprise money is not the problem. We are including some ideas on how to improve academic achievement through technology. Your comments and ideas may help schools better serve their students.
Virtual reality in tourism education: A case studyMehrasa Alizadeh
With the increasing amount of research and development conducted in the use of virtual reality (VR) in both vocational training and language learning, these two areas seem to be both represented in the context of tourism education. This study was conducted with 22 students in the Department of Global Tourism at a university in western Japan. The study was designed not only to detect English learning affordances, but also to glean insight into practical benefits and issues of using VR for tourism studies in the department curriculum. The students were trained to create virtual tours of their hometowns with Tour Creator, a VR platform developed by Google. Students then guided classmates on virtual tours of their hometowns in English, using smartphones and mini VR glasses. Following the virtual tours, all the students responded to a user experience questionnaire with Likert-type and open-ended items on virtual presence, perceived usefulness and future use of VR, as well as the pros and cons of the activity among others. The findings of this study have important implications for the use of virtual reality in tourism education in EMI (English-Medium Instruction) contexts. The experience also suggests other potentials in using VR in tourism education.
Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creative Opportunities through Multimedia
Presentation by Gabriella Lovasz, Cross Czech
IMAGINE Roundtable, European Conference on Games Based Learningof Graz, Austria.
12,to October 13, 2009
This file is a slight revision of a invited talk given to students and faculty at the Faculty of Education Sciences of the University of Strasbourg in Strasbourg, France on February 12, 2014. It represents many years of research on explanations for the many failures and much waste we see in the history of education technology. That is not to say, however, that there are not success and great improvements and resources made possible through educational technology. The point is to try to provide explanations for what features increase the probability of effectiveness in supporting and improving teaching and learning and what features are common in the failures that waste precious time and money in education.
“Educating the individual is this country’s most valuable investment. It represents the foundation for progress and development“. In this presentation, you will discover the Benefits of VRAR Technology in present and future Education.
Why Technology Is Failing In Public SchoolsEduTechNia
An undercover case study across different public schools reaveals why technology is failing. After our observations, we concluded that technology is failing primarily because: inattention to results and avoidance of accountability. To our surprise money is not the problem. We are including some ideas on how to improve academic achievement through technology. Your comments and ideas may help schools better serve their students.
Virtual reality in tourism education: A case studyMehrasa Alizadeh
With the increasing amount of research and development conducted in the use of virtual reality (VR) in both vocational training and language learning, these two areas seem to be both represented in the context of tourism education. This study was conducted with 22 students in the Department of Global Tourism at a university in western Japan. The study was designed not only to detect English learning affordances, but also to glean insight into practical benefits and issues of using VR for tourism studies in the department curriculum. The students were trained to create virtual tours of their hometowns with Tour Creator, a VR platform developed by Google. Students then guided classmates on virtual tours of their hometowns in English, using smartphones and mini VR glasses. Following the virtual tours, all the students responded to a user experience questionnaire with Likert-type and open-ended items on virtual presence, perceived usefulness and future use of VR, as well as the pros and cons of the activity among others. The findings of this study have important implications for the use of virtual reality in tourism education in EMI (English-Medium Instruction) contexts. The experience also suggests other potentials in using VR in tourism education.
Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creative Opportunities through Multimedia
Presentation by Gabriella Lovasz, Cross Czech
IMAGINE Roundtable, European Conference on Games Based Learningof Graz, Austria.
12,to October 13, 2009
This file is a slight revision of a invited talk given to students and faculty at the Faculty of Education Sciences of the University of Strasbourg in Strasbourg, France on February 12, 2014. It represents many years of research on explanations for the many failures and much waste we see in the history of education technology. That is not to say, however, that there are not success and great improvements and resources made possible through educational technology. The point is to try to provide explanations for what features increase the probability of effectiveness in supporting and improving teaching and learning and what features are common in the failures that waste precious time and money in education.
There have been many changes in educational technology, from the ancient abacus to handheld calculators, slide projectors, and classroom film strips to virtual reality and next-generation e-learning. This has inspired both teachers and students to learn in new ways.
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
Digital games in education. Our students' experiences of society and culture are
increasingly digital and their futures will involve digital
workplaces. Their everyday lives are characterised by digital
play and online interaction and their futures will involve digital
workplaces, regardless of the career paths they follow.
VR can be used to simulate scenarios right within the confines of the home or classroom and provide students with experiences that are otherwise too difficult to replicate.
Virtual Reality in education can be used to complement and enhance the traditional methods of learning from textbooks and lab experiments and fully engage all of the learner’s faculties.
VR also offers the scope to conduct scientific experiments which have physical or other constraints and cannot be replicated in real life. Examples include subject matter related to gravity, water displacement, anatomical and biological experiments etc.
There have been many changes in educational technology, from the ancient abacus to handheld calculators, slide projectors, and classroom film strips to virtual reality and next-generation e-learning. This has inspired both teachers and students to learn in new ways.
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
Digital games in education. Our students' experiences of society and culture are
increasingly digital and their futures will involve digital
workplaces. Their everyday lives are characterised by digital
play and online interaction and their futures will involve digital
workplaces, regardless of the career paths they follow.
VR can be used to simulate scenarios right within the confines of the home or classroom and provide students with experiences that are otherwise too difficult to replicate.
Virtual Reality in education can be used to complement and enhance the traditional methods of learning from textbooks and lab experiments and fully engage all of the learner’s faculties.
VR also offers the scope to conduct scientific experiments which have physical or other constraints and cannot be replicated in real life. Examples include subject matter related to gravity, water displacement, anatomical and biological experiments etc.
VRARA Global Summit 2020. Special VRAR Track XR in Education, presented by Carlos J. Ochoa. Panel presentation "XRinEducation" about the new scenarios all around the world in a COVID environment.
Most governments around the world have temporarily closed educational institutions in an attempt to contain the spread of the COVID-19 pandemic.
These nationwide closures are impacting over 91% of the world’s student population. Several other countries have implemented localized closures impacting millions of additional learners.
The figures of the crisis in education are dramatic: 1,579,634,506 affected learners, 90.2% of total enrolled learners, 191 country-wide closures.
The worst that this situation entails is an unwanted effect: the widening of the digital divide that already exist in education.
In less than one month, almost the global educational community has been closed all around the globe. And teachers, students and parents have been to face with a new unknown and unpredictable situation. No rules, no methodology, connectivity, pc´s or tablets available for all…on-line platforms…and they, all together with public and private institutions, were looking for solutions to implement in an equality and safety environment. Many “futuristics” are talking about unrealistic scenarios and solutions that are far away to provide real solutions for a dramatic real-life situation. We cannot and should not allow these solutions to be trivialized. We are talking about our future and the future of our children and citizens.
On-line learning, blended learning, virtual learning, immersive learning…future learning…old methods and receipts, already well known for many years, into a new paradigm. It is not the right approach. We can not substitute our presence in the classroom with in a on-line conference or virtual platform, using the same tools and methodologies. With a great question mark around evaluation and what to evaluate.
It is not to include new tools or devices in the existing ecosystem, to reinforce it or support it across the network or virtual platforms, that may or may not conserve the old tools and methodologies. And that’s not an easy task. It was not resolved during the last recent years and we need to accelerate the process right now. It is more like an Impossible Mission, but we need to face with that asap.
Key-note presentation of the TACCLE project results and ICT in education to the AquaTnet conference in Vilamoura (PT) - September 8th 2011
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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.
3D Virtual Worlds Technologies in Education 3D Virtual Worlds Technologies in Education
Projects: VR4STEM, WOP
University Politehnicaof Bucharest
November 22, 2017 Bucharest, ROMANIA
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Exploring new affordances for VR in k 12
1. Virtual Reality in
K-12:
New Affordances and potentials, mapping the
landscape and anticipating challenges
Garrett Munro
Central Michigan University
6/27/2015
2. {Prelude}
● LSSU 2010 BA in Comm Studies
● Teaching in China since
● District teacher coordinator in the city of Shenzhen
● Currently Director of Studies at an International School
● Started an ed-tech project 16 months ago, oomApp:
4. New hardware developments will bring
consumer grade, affordable virtual reality
headsets to market within 9 months. The
implications for teaching and learning are huge,
but challenges and barriers remain.
Presentation based on this paper: https://docs.google.
com/document/d/19boNWIZZ_zs_h0oZC00yVSwVHDbrzZvb8iCuvannQhI/edit?usp=sharing
Abstract
6. 4 companies set to launch VR hardware
in the next 9 months
Samsung Gear VR
(accessory for Note4)
HTC Vive, developed with
Valve
Not pictured:
Facebook’s Oculus Rift,
Sony’s “project morpheus”
7. This Time, it’s for Real
Previous false starts with VR have been surmounted given new advances in
hardware and software technologies:
● dramatic increase in PC computing power
● new algorithms for “head tracking”, “time
warping”, and interfacability with OS and other
development platforms
● reduction of cost and more widespread use of
high powered hardware (including mobile)
● commitment by large companies to make this a
reality: Facebook, Valve, Sony, Samsung
8. Costs and Feasibility
● Costs vary for this hardware. Oculus Rift and HTC Vive,
display adaptors for standard PC’s, will range from 300-
400 USD each. The rig required to run these at required
settings will need to have higher than average
horsepower, at around 800 USD
● Samsungs mobile VR costs the 200 USD, plus the
cellphone itself, Note4 (varies)
● Development kits are available now, the rest are
launching in late 2015 or Q1 2016
9. What application does this have in Learning or
the classroom?
● Plethora of research on the benefits of multimedia
learning (Mayer 2001)
● Video games and learning also have surprising benefits
for priming greater retention of content: “Preparation
for future learning” (Squire 2014)
● New media, as yet untested, differs in significant ways
from earlier media: immersion, scaling and Presence
10. What application does this have in Learning or
the classroom?
● VR is and has been used to treat addiction, as
augmented therapy
● implications abound for counseling, intervention, or
special education
● Virtual field trips could save dramatically on costs and
broaden students horizons
● interactive simulation assessments (think US Air Force)
could more accurately prepare students for the real
world
● as a generative resource, great application for creative
11. Apps and games in the Market
● most projects under development are video games,
entertainment, or art (see Van Goghs paintings come to
life)
● several apps have education focus, such as “Titans of
Space”
● 360 degree documentaries can give more immersive
experiences and drive interest, tolerance, empathy:
Chris Milk’s Ted talk
● Resources for amature (student or teacher) driven
content have never been easier to use or more affordable
13. VR might also have great potential for language
teaching, motivation and assessment
14. The VR Lab- a scalable Model
for school integration
● To make the best use of resources, schools might invest
in one VR lab set (25 sets, around 30k USD)
○ In this way, teachers and classes could share the resource
○ training would need to be done with teachers to find the best way to
integrate VR experiences into the curriculum
○ feasibility on apps and experiences needs to be completed
○ would be more useful in specific contexts: foreign language schools,
technical academies, STEM magnet schools, international schools,
private academies
A smaller set (8) might be set up, where students can complete the
experience on their own time, or on a rotation. This model follows Squires
research on “preparation for future learning” with Video games and
16. Detractors
● Just another false start
● “little educational value”
● school’s are still facing great challenges with
successfully implementing basic digital
resources
17. Culture change
● The question isn’t if, but when
● if we wait for industry to develop educational resources,
it’ll be at least a decade before we see widespread use
● teachers and students could lead a more grassroots
approach to appropriating funds and partnering with
developers, or creating their own learning apps
18. Schools on the Edge
● One private school in the US has already purchased a set of Oculus Rifts
and is using it in AP CS and art courses (Charlotte Latin School)
● private academies and tech based character schools will probably be first
adopters, alongside affluent home school groups
● as the technology matures, students and parents will follow (FB, mobile
and other appls, video games, will tug Ed-tech forward)
19. The power of VR shouldn’t be
underestimated
● Given the “culture wars” of the 90’s, and recent skirmishes over state
curriculum, it’s no doubt that the creators of the curriculum and content
could use the experiences for their own interests:
● creating docile consumers, non-questioning “patriots”, or religious zealots
● integrating VR with sound CRITICAL PEDAGOGY, and inviting students to
become creators, and not consumers, will be a best practice and
maintaining empowered, vocal, informed and critical citizens in a
democratic society
20. References
References
Cammarata, L., & Tedick, D. (2012). Balancing Content and Language in Instruction: The Experience of Immersion
Teachers. The Modern Language Journal, 251-269.
Feltham, J. (2014, July 17). Ancient Rome MMO Life of Rome to Include Oculus Rift Support - VRFocus. Retrieved June 28,
2015, from http://vrfocus.com/archives/5254/ancient-rome-mmo-life-rome-include-oculus-rift-support/
Friedman, T. (2005). The world is flat: A brief history of the twenty-first century. New York: Farrar, Straus and Giroux.
Gee, J. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Herold, Benjamin. "Oculus Rift Fueling New Vision for Virtual Reality in K-12; But critics question educational value."
Education Week 27 Aug. 2014: 10. Academic OneFile. Web. 26 June 2015.
Lowenthal, P., & Dunlap, J. (2010). From pixel on a screen to real person in your students' lives: Establishing social presence