scholarly journals Comparison of Virtual Reality Versus Reality: Effects on Student Learning Using Virtual Technology on Nanotechnology Education

2020 ◽  
Author(s):  
Reza Kamali ◽  
Jonathan Anderson ◽  
Matthew Meyers
2020 ◽  
Vol 1 (1) ◽  
pp. 70-80
Author(s):  
Ekerin Oluseye Michael ◽  
Heidi Tan Yeen-Ju ◽  
Neo Tse Kian

Over the years educators have adopted a variety of technologies in a bid to improve student engagement, interest and understanding of abstract topics taught in the classroom. There has been an increasing interest in immersive technology such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). The ability of VR to bring ideas to life in three dimensional spaces in a way that is easy for students to understand the subject matter makes it one of the important tools available today for education. A key feature of VR is the ability to provide multi-sensory visuals and virtual interaction to students wearing a Head Mounted Display thus providing students better learning experience and connection to the subject matter. Virtual Reality has been used for training purposes in the health sector, military, workplace training, gamification and exploration of sites and countless others. With the potential benefits of virtual technology in visualizing abstract concepts in a realistic virtual world, this paper presents a plan to study the use of situated cognition theory as a learning framework to develop an immersive VR application that would be used to train and prepare students studying Telecommunications Engineering for the workplace. This paper presents a review of literature in the area of Virtual Reality in education, offers insight into the motivation behind this research and the planned methodology in carrying out the research.


2021 ◽  
Vol 4 (1) ◽  
pp. 24-36
Author(s):  
Vasily Petrovich Larshin ◽  
Natalia V. Lishchenko ◽  
Olha B. Babiychuk ◽  
Jan Pitel

Information is transmitted by signals that have a material-and-energy nature, but it is not matter and not energy. The in-formation ensures communication of interacting objects of alive and inanimate nature. Information and communications technology underlie the new production paradigm called the “Industry 4.0”. In accordance with this paradigm, increased attention is paid to the pre-production phase on which relevant comprehensive solutions for the automation of design and production are taken, ranging from receiving an order for the product and ending with its shipment to the consumer. At the same time, issues of production management and efficient control of technological processes are solved, including scheduling and material requirement planning. At the pre-production phase, a virtual product is created (the information model of the real product in the form of a “virtual reality”), and at the execution phase a real (physical) product appears, which has a use value (possession utility). The implementation phase begins only after systemic computer modeling, simulation, and optimization of the technological process and operations, that is, after assessing both the time and the cost of virtual technological processes. In this regard, this research discusses topical issues of interaction between virtual information at the pre-production (preparatory) phase and new information arising at the implementation phase of physical technology in terms of improving the efficiency of computer-integrated production. It is shown that the information is a basic category not only in information (virtual) technology for its transformation and transmission, but also in physical technology of material production at the stage of manufacturing the appropriate material product, on the one hand, and (by analogy) in the process of distance learning of specialists, on the other hand (although information is not knowledgeable yet). Particular attention is paid to measuring procedure and assessing its accuracy; this work is not formal and requires the use of an intellectual system to ensure the accuracy of the information received.


2020 ◽  
Vol 14 (4) ◽  
pp. 29-38
Author(s):  
Reza Kamali-Sarvestani ◽  
Paul Weber ◽  
Marty Clayton ◽  
Mathew Meyers ◽  
Skye Slade

2014 ◽  
Vol 687-691 ◽  
pp. 2391-2394
Author(s):  
Yun Peng Duan ◽  
Hai Tao Fu ◽  
Li Zhu

Virtual reality (VR) is a hot spot of technology at home and abroad in recent years, is an integrated and information science. Is with the aid of computer technology and the hardware equipment, the realization of a kind of people can be felt by touch the olfactory audio-visual means virtual dreamland. The technology has been used in industry, commerce, education, medical, military, entertainment and so on various areas to work, this article mainly from the aspects of agriculture, introduced virtual agriculture, virtual plants, and virtual technology application in agriculture.


Author(s):  
Elizabeth M. Starkey ◽  
Cailyn Spencer ◽  
Kevin Lesniak ◽  
Conrad Tucker ◽  
Scarlett R. Miller

Recent shifts into larger class sizes and online learning have caused engineering educators to rethink the way they integrate inductive, or active learning activities into their courses. One way engineering educators have done this is through the integration of new technological environments. However, little is known about how the type of technological environment utilized in active learning exercises impacts student learning and satisfaction. Thus, as a first step to understanding the impact of technological advancements on student learning and satisfaction, a study was conducted with 18 senior level undergraduate engineering students who were asked to perform product dissection, or the systematic disassembly of a product, using three technological interfaces (computer, iPad, immersive virtual reality). Variations in the complexity of the product dissected were also explored. The results of this study indicate that variations in technological interfaces did not impact student learning as assessed by a Student Learning Assessment (SLA). However, the complexity of the product dissected did impact learning, with students scoring significantly lower on the SLA when dissecting the most complex product. The results also indicated that students perceived learning and satisfaction were highest when using the immersive virtual reality system. These results suggest that the costs of investing in more technological advanced systems for product dissection may not yet outweigh the educational benefits. However, the increase in student satisfaction with VR environments has the potential to positively impact student retention in engineering programs.


2017 ◽  
Vol 63 (2) ◽  
pp. 67-72
Author(s):  
Simona Andreea Sandu ◽  
◽  
Călin Dan Neamţu ◽  
Sorin Dan Grigorescu ◽  
Ionel Bujorel Păvăloiu ◽  
...  

Current computerized technologies introduced into dental prosthetics use 3D imaging, simulation systems, virtual reality. The virtual reality system, based on haptic technology, is a new instrument in the teaching process, still developing. The necessity to implement virtual reality technology has emerged from the fact that medical practice has been restricted to patients in recent years. Virtual reality systems have been introduced in order to practice certain clinical maneuvers and to acquire specific skills. Actual, virtual technology is at the stage where offers advanced simulations to users by combining visual and tactile response. The efficiency of e-learning platforms is increased when including virtual reality technologies. Thus, a new, interactive concept is introduced.


10.29007/qm9s ◽  
2020 ◽  
Author(s):  
Jason Lucas ◽  
Dhaval Gajjar

Virtual Reality (VR) offers a method of active and interactive learning. In this research, a VR-based simulated environment is used to help students gain an understanding in the sequencing of construction activities within an undergraduate materials and methods course. The VR simulation was developed to augment traditional classroom learning methods. The sequencing simulation allows students to freely navigate through the simulation and walk through the steps of the construction for a small wood frame structure. The simulation was developed for both immersive and non-immersive desktop-based simulations. During early studies, it was found that students were receptive of the technology and perceived a benefit in understanding spatial qualities as well as components of assembly but actual effects of learning were not identified. The current study explores the actual effects of student learning when incorporating simulation into the coursework. This paper discusses the comparison of students learning from a control group where the simulation was not used to the learning of a group who utilized the desktop-based simulation in addition to traditional classroom methods.


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