Teaching-Learning System Using Virtual Reality and Haptic Device to Improve Skills in Children of Initial Education

Author(s):  
Marco Pilatásig ◽  
Emily Tobar ◽  
Liseth Paredes ◽  
Franklin Silva ◽  
Andres Acurio ◽  
...  
Author(s):  
Sona Ahuja ◽  
Diksha Yadav

The present study provides a description of the model of interactive digital pedagogy for remote areas and its impact on pedagogical satisfaction and academic achievement of students. This pedagogical intervention was designed to enrich and supplement the teaching-learning experience in remote and underprivileged schools through the use of technology. An interactive online teaching-learning system was set-up using a digital pedagogy. 150 school students and 80 prospective teachers from three higher secondary schools of Madhya Pradesh and Tamil Nadu participated in the study. Pedagogical satisfaction and academic achievement of the school students who studied in this set-up were examined. The results revealed that active learning, technological competence and learner autonomy were enhanced in an online environment when compared to an offline environment.


2020 ◽  
Vol 12 (7) ◽  
pp. 2728
Author(s):  
Ferran Calabuig-Moreno ◽  
María Huertas González-Serrano ◽  
Javier Fombona ◽  
Marta García-Tascón

Technology has been gradually introduced into our society, and the field of education is no exception due to technology’s ability to improve the teaching–learning process. Furthermore, within the area of physical education (PE), its importance has been highlighted by the existence of specific apps for physical activity that can be used inside and outside the classroom to assess physical condition, as well as through the potential that virtual and augmented reality can have in such assessment. Therefore, the main objectives for this study were (1) to perform a bibliometric analysis of the articles published in the Web of Science (WoS) on technology in PE and (2) to analyze the articles published on augmented or virtual reality in PE found through this search. The results show that although studies on technology in PE (461 articles) have begun to consolidate over the last five years (there was a turning point in 2015), with the USA being the most influential country in this area, specific research on the use of augmented reality (AR) and virtual reality (VR) is still at a very early stage (22 articles with a small growth in 2017), with Spain being the most influential country; much more research is needed to achieve its consolidation.


2021 ◽  
Vol 54 (3) ◽  
Author(s):  
Sonia Octavia ◽  
Agus Dwiyanto ◽  
Heni Noviarita

This study aims to analyze as well to investigate the phenomenon of teaching English online during the re-emerging pandemic situation forcing the teaching learning process to be re-implemented online. In this case, every layer of educational level can’t fail to be affected by the cataclysmic event, which is highlighted in this study. This turnout of event made the course of learning to be challenging not only for students who undergone the process, but also teachers who maintain the conduciveness of the classroom. Perspective from educators are considered required elements since the on-going process of knowledge transfer is at stake. The subjects were 10 cross-level English teachers situated in Java and Sumatera. Qualitative approach utilizing semi-structured interview method in obtaining the necessitated data was chosen as the best method and approach in the study. The participants mainly agreed with the online learning system, though they faced challenges like limited subsidiary quotas, students’ poor condition, students’ misbehavior and lack of better equipments. Besides various approaches and solution in facing the challenges, it was also known that writing was considered the most challenging to teach among the four basic skills.


2008 ◽  
Vol 8 (16) ◽  
pp. 275-284
Author(s):  
Graciela Núñez Núñez

Distance language learning is a real challenge to both teachers and learners, since the students’ exposure to the target language in a distance learning system is not as authentic and interactive as required. Additionally, it also entails a significant reduction in the amount of students’ interaction and in the support from both the teacher and other learners, which has a negative impact on students’ levels of motivation and achievement. In the hope of enhancing the distance teaching-learning process of a language and compensating for the previously mentioned drawbacks, a number of technological tools are currently being implemented. However, these technologies have also brought about new challenges that need to be addressed by policy makers, materials developers, teachers and students, if they are to be successfully implemented.


Author(s):  
M. Färber ◽  
J. Heller ◽  
F. Hummel ◽  
C. Gerloff ◽  
H. Handels

Author(s):  
Santiago González Izard ◽  
Juan Antonio Juanes Méndez

The influence of augmented reality (RA) and virtual reality (RV) techniques is analyzed in the process of teaching-learning for the human anatomy subject, in particular in health science students. For this purpose, two applications have been designed for mobile devices and virtual reality glasses with the purpose of incorporating these techniques in teaching for the study of human anatomy to facilitate the students with better learning of anatomical body contents through these technological procedures. In this way it is intended to achieve a better transmission of knowledge to students in an effective, visual, interactive, and close way. The authors believe that these technological tools constitute an excellent complementary medium to the traditional atlases, facilitating the learning of the anatomical structures.


Author(s):  
Yongzhi Wang

The application of virtual reality (VR) in higher education has drawn attention. Understanding the state of the art for VR technologies helps educators identify appropriate applications and develop a high-quality engaging teaching-learning process. This chapter provides a comprehensive survey of current hardware and software supports on VR. Secondly, important technical metrics in VR technology are considered with comparisons of different VR devices using identified metrics. Third, there is a focus on software tools and an explore of various development frameworks, which facilitate the implementation of VR applications. With this information as a foundation, there is a VR use in higher education. Finally, there is a discussion of VR applications that can be potentially used in education.


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