Virtual Reality (VR) and Geography Education: Potentials of 360° ‘Experiences’ in Secondary Schools

Author(s):  
Christopher Prisille ◽  
Marko Ellerbrake
2020 ◽  
Author(s):  
Péter Szilassi ◽  
Viktor Pál ◽  
László Szőllősy ◽  
Anett Kádár ◽  
Andrea Farsang

<p>Geography education has faced numerous problems in Hungary lately: students’ diminishing interest in Geography, lack of creative and engaging textbooks and educational materials, decreasing weekly lessons, and conservative teaching practices. The MTA-SZTE Research Group on Geography Teaching and Learning set out to change the current circumstances. Our research group aims at laying the foundations for the methodological renewal of Geography education by developing activity-based and problem-oriented educational tools and IT innovations.</p><p>One of our central goals is to develop and prepare worksheets for students which concentrate on the geographical characteristics, processes, and problems of some typical Hungarian landscape units as well as cities, and villages. The worksheets, which will be accompanied by a handbook for teachers, are intended to be used from Grade 8 to Grade 13 both in primary and secondary schools. Each worksheet focuses on individual study areas (typical landscapes or regions) and settlements. They all have the same size (4 pages per worksheet) and follow the same structural principles: a short and informative text on the study area, which is followed by activity-based exercises and projects, all of which make use of various challenging and creative exercises comprising of maps, charts, pictures, newspaper articles, blogs, games, and QR codes linking to additional interactive websites.</p><p>Our research group also developed the items and the interface of an online survey with which we measured the efficiency and the applicability of the worksheets with the help of volunteering students and teachers who agreed to test them in class. The worksheets were tested in the primary and secondary schools that are affiliated with the research group. The 114 students and 5 teachers who tested the worksheets had to fill in an online survey, and evaluate the worksheets on a 5-point agreement scale, where 1 was the worst and 5 was the best score.</p><p>Preliminary results show that the content suitability of the worksheets, with respect to the target age groups’ cognitive abilities, scored low (2.85 average points). The clarity of the subject requirements for the students has the lowest average score (2.75 points). These results can be explained with the main characteristic of the worksheets, i.e. problem-solving thinking. Activities based on problem-solving are very new methods for Hungarian Geography teachers, therefore the teaching goals of this worksheets are is not clear for them.</p><p>However, according to the teachers’ responses, the concept of student worksheets is very innovative and adaptable to the needs of the present education (4.65 points), and frees from racial, gender, ethnic, religious prejudice (4.9 points). The teachers also have very positive (4.65 points) opinion about the diversity of the illustrations (pictures, diagrams, graphs, schemas, maps, etc.).</p><p>According to the students, the worksheets are very useful for group- and pair-work (4.04 points). The types of questions and exercises are very diverse (4.16 point). Most of the students (57%) visited almost every additional websites of the worksheets with the QR codes.</p><p> </p>


Author(s):  
Ana Maria Machado ◽  
Andy Campbell ◽  
Ian Harper ◽  
Ana Albuquerque e Aguilar ◽  
António Oliveira

A team from the University of Coimbra is partnering with the producers of Inanimate Alice to present a distinctive vision of interactive storytelling in education. In this article, we will discuss the origins of the series, the vision of the creators and how technological developments have added to the user experience. Uniquely, this transmedia narrative demonstrates the progressive complexity of life in the digital age with Perpetual Nomads, the latest adventure, providing a narrative experience in Virtual Reality. The goal of the Portuguese translation is to introduce the reading of Inanimate Alice in elementary and secondary schools. It will be the first digital-born text to be read in Portuguese schools so, concurrently, we have been translating the pedagogical guidelines. Consequently, we intend presenting both the results of our work and the main challenges faced during preparation of the translations, especially focusing on intercultural analysis.


2020 ◽  
Vol 3 (1) ◽  
Author(s):  
Aderonke Kofo Soetan ◽  
Amos Ochayi Onojah ◽  
Adenike Janet Aderogba ◽  
Omotayo Olabo Obielodan ◽  
Olanrewaju Sulaimon Ganiyu ◽  
...  

Virtual reality is an emerging technology designed to provide interaction between a user and artificially generated environments. However, most teachers in Nigeria are not aware of how virtual reality can be widely used for educational purposes. The study investigated (i) awareness of teachers towards the use of virtual reality for instructional purpose and influence of gender and experience on teachers� awareness of virtual reality for instructional purpose. Descriptive survey research design was adopted for this study. 360 computer teachers were sampled from secondary schools across Kwara State with the use of researchs-developed questionnaire. The findings established that Virtual Bicycle and 3D Map world are the virtual reality facilities which most respondents are of aware for instructional purpose; and there was no significant difference between teachers� awareness of VR for instructional purpose based on gender and experience. It was thus recommended that seminars and training could also be organised for teachers on how to use VR to facilitate their teaching in and outside the classroom environment.Keywords: awareness; computer teachers; virtual reality; gender; experience; instructional purposes.


2021 ◽  
Vol 86 (6) ◽  
pp. 87-105
Author(s):  
Nataliia V. Soroko ◽  
Volodymyr M. Soroko ◽  
Manargul Mukasheva ◽  
Mª Matilde Ariza Montes ◽  
Vitalii A. Tkachenko

The article researches the use of virtual reality to support STEAM education in general secondary school. To study the impact of STEAM education, the authors proposed a teaching project for the secondary school about convex mirrors and their importance for special visibility and human safety, where the interviewed teachers were able to learn about a real example of the implementation of STEAM education for teaching their disciplines. The purpose of the article is to analyze the meanings and approaches to the use of virtual reality by teachers for organizing the STEAM-oriented learning environment and to identify the basic requirements to VR for supporting the implementation and development of STEAM education. One of the main trends of education modernization is STEAM education, which involves the integration of the natural sciences, the technological sciences, engineering, mathematics and art in the learning process, in particular, at general secondary schools. In light of the findings, researchers indicate that electronic educational resources (including VR & AR) are not only teaching tools for teachers but also a source of inspiration for students, which motivates and stimulates creative thinking. This is an important point considering that creativity is increasingly an important life skill that can help young people cope with the difficulties and uncertainties in their future careers in the fields of STEAM. Prospects for further research are seen in the creation of a model for assessing student performance in STEAM projects. The authors are planning to take into account the differences and features of the use of virtual reality for learning STEAM in schools in different countries, including Ukraine, Spain and Kazakhstan, when creating a multilevel model of STEAM-oriented learning environment using virtual reality tools. The purpose of the model is to evaluate not only the results of tests taken by students after learning this material but also their personal contribution to the final project product, their leadership skills, creative ideas and suggestions, abilities and skills in using ICT and VR in project research. In our next publications, we will focus on several Spanish and Kazakhstani secondary schools to detect the possible differences found in the use of virtual reality to support STEAM education in Ukrainian schools.


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