scholarly journals Applications for virtual reality experiences in tertiary education

Author(s):  
Ghaith Zakaria ◽  
Sonia Wilkie

Providing authentic learning experiences is a stellar teaching and learning strategy to prepare students for their future careers. They cultivate and enhance students learning by providing hands- on, experiential learning opportunities. However, incorporating such activities can be challenging, logistically complicated and may encapsulate hazardous situations and safety concerns. When these challenges arise, Virtual and Augmented Reality can offer learning experiences to supplement the curriculum, and optimise the valuable time spent on location. This paper provides an overview of different pedagogical applications to incorporate virtual experiences, namely Virtual experiences to supplement and optimise real-world experiences; Simulations and virtual tours for inaccessible or remote locations; First-person point-of-view; and Virtual scenarios for dangerous situations, which is supported with examples of activities used in higher education.

2015 ◽  
Vol 81 ◽  
pp. 49-58 ◽  
Author(s):  
Teemu Valtonen ◽  
Jari Kukkonen ◽  
Sini Kontkanen ◽  
Kari Sormunen ◽  
Patrick Dillon ◽  
...  

Author(s):  
Elsa Mentz

Pair programming originated in the industry where focus is placed on the development of a programme at the most costand time-effective manner, and within the parameters of quality. In this context, a specific programming code is not developed individually; rather, two people work together in order to ensure a higher quality programming code and to motivate each other to work at a faster pace. The problem with this approach was that novice programmers lacked the social skills to work in pairs as they had not been exposed to this sufficiently at tertiary level. The demand of the industry, especially in terms of programmers needing to be able to programme together, led to the incorporation of pair programming at tertiary level in the late nineties. The pedagogical principles on which any teaching-learning strategy should be built were, however, largely overlooked during this process. This article firstly looks into the semantic and ontological differences between co-operative and collaborative learning and secondly argues that pair programming, within the context of a social constructivist approach to teaching and learning, can be seen as a co-operative teaching-learning strategy. Pair programming is more than just allowing two students to work together on a programming task. The more structured way, in which pair programming needs to be implemented, concur with the principles of co-operative learning. The article concludes that the correct pedagogical application of pair programming as a co-operative teaching-learning strategy in tertiary education will result in improved learning capital.


Author(s):  
Emerson Abraham Jackson

<p class="Body"><span>Despite its inherent limitations, Whatsapp messenger has proved beneficial in bridging the gap in technology provision for enhancing students' learning experiences in Sierra Leone. The need to make sure students dedicate time in using Whatsapp for the benefit of improving their learning experiences was emphasised; this as suggested can be done through participation in group collaboration, which involve peer-to-peer and peer-to-instructor interaction. Equally, to advance effective use of flexible learning opportunities, institutions must consider alternatives like Moodle / Blackboard, which already comes with the added capabilities of MIS synchronisation features of integration with students' record. In all of the aforementioned points, there is a need for government support in ensuring the right investment is made in bringing the country's HEIs integrated ICT learning provision to international standard. </span></p>


Author(s):  
Per Bergamin ◽  
Marco Bettoni ◽  
Simone Ziska ◽  
Cindy Eggs

Since our mission is the collaborative cultivation of a university-wide media culture, in this chapter the authors propose to look at the relation between Self-regulated learning (SRL) and Technology-Enhanced Learning Environments (TELE) from the point of view of a learning organization. The goal is to clarify how to embed TELE-technologies in educational institutions in a collaborative way that sustains and continuously improves the quality of teaching and learning at a university. Our solution is focused around the concept of “university-wide media culture”, a corporate culture for new media that we hope to develop by means of a collaborative instrument called the “Reference Course Model”. The authors begin by screening and summarizing what they consider to be relevant aspects of components of the SRL theory (models, learning strategy, prompting) and continue by introducing the concepts of media culture, media literacy and their relation to TELE and SRL; based on this they then present their idea of what they call a “Reference Course Model”, explaining its theoretical foundation and developing its conceptual features. Finally, they conclude by showing how they have implemented this model in their university and reflect on the experiences collected to-date.


2009 ◽  
Vol 41 (S1) ◽  
pp. 171-180 ◽  
Author(s):  
Eleni Tsompanaki

Acknowledging the value of dance within education and as an art, this study examines teaching and learning experiences and their effect in the status and ethos of dance. The main focus of this study was to examine dance education and training in tertiary education (further and higher) in England and in Greece. The aim was to find similarities and differences in teachers' approaches in order to improve understanding of what affects students' learning experiences and future choices. Methodology is based on a comparative study, predominately qualitative, that focuses on individuals' experiences. The methods used were documentations, interviews, observations, and questionnaires from people who experience and teach dance within further education dance institutions. This study is part of a Ph.D. thesis.


2016 ◽  
Vol 12 (04) ◽  
pp. 40 ◽  
Author(s):  
Alexander Kist ◽  
Ananda Maiti ◽  
Andrew Maxwell ◽  
Lindy Orwin ◽  
Wu Ting ◽  
...  

Remote Access Laboratories (RAL) are online platforms for performing experiments from remote locations usually following a centralised service oriented paradigm. This short article presents RALfie - Remote Access Laboratories for Fun, Innovation and Education using a peer-to-peer RAL architecture where some participants or makers can create, host and share experiments for other users. The system is built upon a VPN service that establishes end-to-end connections between learner and makers’ experiential rigs. A graphical programming platform - SNAP is the basis of programming and designing the interface with the experimental rig. The experiments are then shard using an activity-based learning strategy that presents the experiments as a set of hierarchical groups of activities or activities. This distributed design of RAL allows more hands-on experience to build experimental setup and provides opportunities to collaborate with fellow peers. The environment is suitable foe STEM Education. This approach requires the makers among the users to create and host the experiments, which demand certain responsibilities and offers new learning opportunities.


Author(s):  
Jose Manuel Serrano Santos

Authentic assessment has been a focal strategy in higher education as a way to provide students with engaging and meaningful learning experiences in preparation for the real world work environments. Possibly due to the lack of consensus in the elements that outline that authenticity, limited amount of authentic learning experiences are reported and evaluated in the literature. This study aims to describe and evaluate the design and implementation of an authentic assessment in a pharmacy undergraduate course. A five-dimensional model for authentic instruction was utilized in the design of the learning experience. This was complemented with an eight-element framework that contributed to create an authentic assessment. Two surveys explored subjective authenticity as perceived by students and stakeholders. The results revealed that students find it hard to value their performance at the higher level that stakeholders do. While the use of models and frameworks in the design of authentic assessment is valuable, academics’ efforts need to be concentrated on further developing student’s metacognitive skills in order to provide relevancy and value to the knowledge, skills and attitudes developed in undergraduate tertiary education.


2019 ◽  
Vol 2 (1) ◽  
pp. 3 ◽  
Author(s):  
Clare E. Thomas

As new digital technologies increasing become standard in tertiary education context, tertiary institutes are tailoring courses to a much more diverse population ranging over wide geographical areas (Heggart & Yoo, 2018; Owayid & Uden, 2014). The use of online technologies, together with compatible digital devices, enables users to access course content and resources from any location at anytime (Ding, Xiong, & Liu, 2015). To account for changes in educational provision, changes to teaching and learning will occur too as institutes increasingly offer online or blended programmes. At Foundation Level 3 face-to-face lectures and tutorials were the main modes of delivery. However, with the adoption of Google Classroom, different opportunities for teaching and learning presented themselves, especially since all teaching and learning resources are accessible online.    The study arises as the organisations use of Google Classroom (GC) as its learning management system (LMS) and the wider Google Suite for Educations (G-Suite) Applications (Apps) had recently been introduced to a range of Foundation Level courses across the regions. The transition from traditional classroom delivery with printed materials to a blended environment, combining face-to-face with online materials, created an ideal opportunity to investigate participants’ learning experiences. In addition, the Foundation Level 3 course offered a student cohort with diverse G-Suite experience, learning needs, digital literacy skills, experience and confidence.  This provided the opportunity to investigate benefits and challenges for teachers and students when introduced to a new teaching and learning environment.   The key aim of the research was to; Examine how Foundation Level 3 students’ and teachers’ experience learning with the newly introduced Google Classroom. The methodology adopted an interpretivist paradigm and incorporated the use of a mixed method design of student surveys and focus group interviews together with individual staff interviews. The findings indicated that the integration of G-Suite Apps to a blended learning environment led to an increase in communication and collaboration for all participants. Students identified increased autonomy when accessing and retrieving digital materials which led to a more self-directed learning approach. Teachers felt their practice had changed as course assessments were designed to maximise the functionality of the different G-Suite Apps. Managing and tracking students online was also an easy and efficient use of time. The research indicated the importance of digital literacy skills for all participants which were closely linked to academic performance. The study helped to reflect on current practices to gain a deeper understanding, so we, as educators, are able to better shape pedagogical practice and enhance students’ learning experiences. A brief overview of the benefits, challenges and recommendations gained from the study will be presented.     References   Ding, J., Xiong, C., & Liu, H. (2015). Construction of a digital learning environment based on cloud computing. British Journal of Educational Technology, 46(6), 1367-1377. https://doi.org/10.1111/bjet.12208 Heggart, K. R., & Yoo, J. (2018). Getting the most from Google Classroom: A pedagogical framework for tertiary educators. Australian Journal of Teacher Education, 43(3). http://doi.org/10.14221/ajte.2018v43n3.9 Owayid, A. M., & Uden, L. (2014). The usage of Google Apps services in Higher Education. Communication in Computer and Information Science, 96-104. https://doi.org/10.1007/978-3-319-10671-7_9


2018 ◽  
Vol 4 (1) ◽  
pp. 68-80
Author(s):  
Daniel L. Reinholz

This article explores teacher learning in a graduate-level analysis course for teachers. Drawing from the frameworks of extreme apprenticeship and Peer-Assisted Reflection (PAR), the course created authentic learning experiences for the teachers that served as models that they could use in their own classrooms. This paper describes how the teachers developed across the four dimensions of extreme apprenticeship. While this paper is grounded in mathematics, the extreme apprenticeship and PAR frameworks are cross-disciplinary, and thus there are implications for teaching and learning in all of the STEM disciplines.


2020 ◽  
Vol 5 (2) ◽  
pp. 29
Author(s):  
Toh Yen Pang ◽  
Frank Feltham ◽  
Elena Pirogova

This paper addresses challenges that arose during the on-going coronavirus pandemic and methodologies implemented in teaching a Biomechanics course in the Biomedical Engineering program (Biomedical and Electrical Engineering Discipline, Faculty of Engineering, RMIT University, Melbourne, Australia). We aimed to address the requirements for a quick transition of the entire curriculum to efficient remote delivery of the course, which involved: (i) providing authentic learning experiences; (ii) keeping students motivated and engaged with their classes and team projects; and (iii) preventing students from cheating when completing online assessments. The specific tools, software packages and approaches employed to support the remote teaching and learning are presented and discussed in this paper. Effective and on-going communication with students was crucial for managing their expectations, engagement with the course materials and teaching team, retaining positive learning experiences and for their overall well-being. The Socratic approach used in developing the online assessments was able to promote students’ critical thinking, problem solving and self-reflection and assisted the teaching team in minimising online cheating. 


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