scholarly journals Innovative Technologies in Teaching and Learning: Incorporating Recent Developments in Virtual and Augmented Reality into Active Learning at the University of Georgia

2020 ◽  
Author(s):  
Sergio Bernardes ◽  
Allison Howard ◽  
Akshay Mendki ◽  
Ashurst Walker ◽  
Dhaval Bhanderi ◽  
...  
2018 ◽  
pp. 720-732
Author(s):  
Vanessa Camilleri ◽  
Alexiei Dingli ◽  
Matthew Montebello

2016 is the year when virtual and augmented reality takes a boost. We've already seen various Virtual reality (VR) headsets being released and Microsoft new Hololens is finally being realised thus paving the way for Augmented Realities (AR). In this chapter, we will explore further the use of VR in two particular domains in which governments are facing difficulties. The first topic is related to disorders and in the second domain we will consider migration. We will do this by creating new VR experiences, which present to the users alternative realities. The context we will be looking at is that of teacher training. As teaches they cannot fully comprehend what an autistic child or a child migrant experiences simply because they haven't lived through that experience themselves. Thus we have created an innovative inter-faculty collaboration at the University of Malta aimed at addressing this challenge. Previous studies into the importance of VR for teaching and learning, have described the ways in which people immersed in this alternative reality have been affected.


Author(s):  
Vanessa Camilleri ◽  
Alexiei Dingli ◽  
Matthew Montebello

2016 is the year when virtual and augmented reality takes a boost. We've already seen various Virtual reality (VR) headsets being released and Microsoft new Hololens is finally being realised thus paving the way for Augmented Realities (AR). In this chapter, we will explore further the use of VR in two particular domains in which governments are facing difficulties. The first topic is related to disorders and in the second domain we will consider migration. We will do this by creating new VR experiences, which present to the users alternative realities. The context we will be looking at is that of teacher training. As teaches they cannot fully comprehend what an autistic child or a child migrant experiences simply because they haven't lived through that experience themselves. Thus we have created an innovative inter-faculty collaboration at the University of Malta aimed at addressing this challenge. Previous studies into the importance of VR for teaching and learning, have described the ways in which people immersed in this alternative reality have been affected.


Author(s):  
Rui Leitão ◽  
J.M.F. Rodrigues ◽  
Adérito Fernandes Marcos

In teaching, the use of virtual and augmented reality has been on the rise, exploring different means of interaction and student engagement. Based on constructivist pedagogic principles, augmented reality pretends to provide the learner/user with effective access to information through real-time immersive experiences. Game-based learning is one of the approaches that have received growing interest. This paper presents the development of a game in a teaching and learning context, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. The authors will show that by using the game students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Beata Medynska-Gulij ◽  
Maciej Smaczynski ◽  
Dariusz Lorek ◽  
Łukasz Halik ◽  
Łukasz Wielebski ◽  
...  

<p><strong>Abstract.</strong> The identification of geographical phenomena and relations between them are most frequently visualized, analyzed and interpreted indoor by the display screen. The difficulties with capturing basic spatial relations significant in the process of teaching cartography become the main problem. The objective of teachers from the Department of Cartography and Geomatics was to enrich typical classes carried out in computer rooms by adding the outdoor academic classes that would encourage students to observe those relations directly in the field. In October 2018 the outdoor station of the area of 15&amp;thinsp;&amp;times;&amp;thinsp;20&amp;thinsp;m by the university campus next to <i>Collegium Geographicum</i> was handed over to the disposal of students. The projects of the elements of the station were created on the basis of the lecturers experience as a part of subjects on the following courses: topographical cartography, survey techniques, cartographic design, virtual and augmented reality in cartography, geovisualization and geomatics. Sets of several constructions that can be used either separately, as tools for explaining specific principles or together, as instruments for teaching subsequent measurement, location and visualization relations occurring in cartography and geomatics, were placed on the premises of the station.</p><p>In order to study historical ways of marking borders, the erratic, a replica of the boundary stone from 1653 with the triangle engraved in the place in which three countries connect, was placed in the field. Contemporary ways of the stabilization of the border points and points of the grid reference are farther located. The point marked on the metal horizontal plate, on the spot in which the meridian and the parallel of latitude cross, inform about multiple ways of recording the exact location in space. The values of coordinates were calculated for that point and engraved on the board in several nation and global reference systems. Students, standing on other three plates with the points marked where meridians cross parallels of latitude, create basic elements of the grid of latitude and longitude of 0.2''.</p><p>On a single plate three directions of the north, i.e. the geographic, topographic and magnetic one, are visible. One of the meridians marks the line of analemmatic sundial to 12:00&amp;thinsp;a.m. and the student standing on the area of the specific month becomes a gnomon whose shadow indicates the hour of the local meridian. Two surveyor's levelling rods with two values differing by approximately 16&amp;thinsp;cm demonstrate different values of contour lines on topographic maps worked out in Poland. Properly oriented topographic table shows the same fragment of space in four ways: on the classic, north-oriented topographic map, on the orthophotomap at 1&amp;thinsp;:&amp;thinsp;10&amp;thinsp;000 scale, on the simplified visualization of a few layers from the national topographic base at enlarged 1&amp;thinsp;:&amp;thinsp;2&amp;thinsp;000 scale and on the 3D printout on which the height of buildings was determined from the attribute table.</p><p>Authors of the Academic Outdoor Station in Poznan prepared for the conference guests the multimedia presentation with the explanations of the aforementioned constructions and other elements, i.e. the wall of cartographic visualizations with perspective and optical illusions presented on 2D boards, virtual and augmented reality table, triangular signal, and others. We hope to receive feedback from cartographers and hear some ideas concerning new constructions for our station.</p>


Author(s):  
Sebastiano Nucera ◽  
Gennaro Tartarisco ◽  
Aldo Epasto ◽  
Donatello Smeriglio ◽  
Alessandro Mazzeo ◽  
...  

Ubiquitous devices and wearable technologies are becoming smaller and more rich in features to meet user demands and applications. The emergence of ever more sophisticated technologies has created new relationships between real, virtual, and augmented world. This is quite evident, within educational contexts. This chapter will explore new learning approaches based on virtual and augmented reality technologies. Virtual and augmented realities dispense specific knowledge and information. This chapter will discuss augmented reality and education applications based on virtual reality. The chapter will differentiate between ways in which wearable technologies enhance and restructure teaching and learning processes. To circumscribe a well-defined level of analysis, the chapter will examine experiences of using wearable technology within educational contexts.


Author(s):  
Liston William Bailey

This chapter focuses on virtual reality (VR) and augmented reality (AR) as tools for teaching and learning. Attainment of skills and knowledge can be supported through the use of VR/AR applications that are being developed both in the commercial sector and at various research institutions. An overview of what differentiates VR and AR is provided to the reader along with considerations of how such applications might be used to support learning environments in the future. If instructional designers and programmers can synchronize their efforts it may be possible to make VA/AR a common feature across learning environments nationally. Common elements of a VR/AR system are discussed here as well as the need to incorporate instructional design practices into the design of learning applications that use VR/AR.


2021 ◽  
Vol 73 (1) ◽  
pp. 190-197
Author(s):  
S.M. Sarsimbayeva ◽  
◽  
M.U. Mukasheva ◽  
U.V. Kornilov ◽  
A.A. Omirzakova ◽  
...  

The article considers the factors contributing to the introduction of virtual and augmented reality technologies in the schools. Among the factors mentioned are: the emergence of large companies, the growth of investment in the industry. These factors contributed the emergence of large number of virtual and augmented reality software, lower prices for infrastructure. Another factor was the understanding of the market, how to use VR/AR technologies in education, the psychological readiness of the education sector to implement these technologies. The article also notes the unsolved problems in the implementation of these technologies, such as the lack of methods for implementing these technologies in the school educational process, the lack of a methodology for justifying the use of VR/AR technologies as a modern means of teaching and learning in secondary schools. The obtained research results help to contribute to solving problems of digitalization in the field of education.


2016 ◽  
Vol 26 ◽  
pp. 3-6
Author(s):  
David Prior

Recent developments in virtual and augmented reality technology have stimulated renewed interest in the role of sound and music in these domains. In this article loudspeakers, and the spaces used to listen to them, will be discussed with reference both to the dominant media that have influenced their evolution and in light of emerging media—particularly in augmented reality—which value very different audio-spatial relationships.


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