VIRTUAL REALITY TECHNOLOGY ENHANCED LEARNING

Author(s):  
Yiyu Cai
Author(s):  
Thomas Cochrane ◽  
Helen Farley

This special issue of AJET explores the critical educational use of the recently popularized technologies of mobile augmented reality (AR) and mobile virtual reality (VR). The advent of Pokemon Go brought the world’s awareness of mobile AR to a brief climax, and the hype surrounding the rise of affordable virtual reality technologies has been driven by social media giants Google and Facebook, and subsequent uptake by the main smartphone manufacturers. With the ubiquity of smartphone ownership among our students this presents a unique opportunity to explore the educational impact of these symbiotic technologies and their emergent ecosystems. While it is early days for research in these domains, we were interested in exploring beyond the technological hype to finding examples of integrating these technologies within learning designs that scaffold learner-generated content and contexts based upon a solid foundation of the scholarship of technology enhanced learning. The six articles in this special issue give us insights into these critical issues.


Author(s):  
Claudio Aguayo ◽  
Thomas Cochrane ◽  
Vickel Narayan

This paper summarises the findings from a literature review in mobile learning, developed as part of a 2-year six-institution project in New Zealand. Through the development of a key themes codebook, we address selected key themes with respect to their relevance to learner-generated learning through emerging technologies, with attention to mobile augmented reality and mobile virtual reality. We see that these two current mobile learning affordances, complemented though relevant approaches to research and practice in mobile learning such as design-based research and connected social learning, are critical to reconceptualise learning through mobile devices. We conclude that mobile learning still requires the theories, methodologies, and practices of its own as a field. We also see a need for mobile learning to be conceptualised around ever-changing learning affordances and educational settings, rather than focusing on static structures such as content-delivery approaches, while embedding it within the scholarship of technology enhanced learning.


2011 ◽  
Vol 4 (2) ◽  
pp. 291-311 ◽  
Author(s):  
Patrick Carmichael

Interdisciplinary working is often understood as involving individuals or teams from different disciplines to engage with common problems, but this has proved to be an enduring challenge. An alternative framing of interdisciplinary working is Hall's ‘culture of inquiry’, in which it is conceptualised as narrative creation in an environment of formative critique. This paper explores the relevance and applicability of this idea to educational research and development, specifically in the context of purportedly interdisciplinary TEL projects. It draws on the author's experience in projects in which multiple narratives — pedagogical, technological and social — have the potential to contribute to both to individual and collective understanding and the development of new practice.


2011 ◽  
Vol 15 (1) ◽  
Author(s):  
Michael L. Fetters ◽  
Tova Garcia Duby

Faculty development programs are critical to the implementation and support of curriculum innovation. In this case study, the authors present lessons learned from ten years of experience in faculty development programs created to support innovation in technology enhanced learning. Stages of curriculum innovation are matched to stages of faculty development, and important lessons for success as well as current challenges are delineated and discussed.


2017 ◽  
Author(s):  
Nicholas Gmeiner

This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learning environment.


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