DESIGN OF IMMERSIVE EDUCATIONAL EXPERIENCES USING VIRTUAL REALITY TO ENHANCE REMOTE LEARNING

Author(s):  
Gustavo De la Cruz Martínez ◽  
Jesús Ramírez Ortega ◽  
Ricardo Castañeda Martínez ◽  
Ana Libia Eslava-Cervantes
2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 62-62
Author(s):  
Jaime Hannans

Abstract In the midst of rapid transfers to online teaching for experiential learning opportunities in nursing clinical labs this past spring due to the pandemic, nursing simulations with immersive virtual reality (VR) in VR headsets were deemed impossible. In partnership with Embodied Labs, nursing faculty pivoted to facilitating VR using remote learning approaches in groups. In this new VR approach nursing students engaged in active learning, critical discourse, and reflection guided by faculty delivered VR scenarios remotely with in-session debriefing during discussion pause points. Complex scenarios focused on patient or family perspectives (e.g. during end-of-life care or navigating community and healthcare needs as a LGBTQ individual). These were valuable online learning opportunities for undergraduate nursing education. Student feedback was positive, and faculty perceptions indicated using VR remote learning offers rich, engaging discussion through complex topics important to nursing clinical practice.


2022 ◽  
pp. 1676-1686
Author(s):  
Ricardo Godinho Bilro ◽  
Sandra Maria Correia Loureiro ◽  
Fernando José de Aires Angelino

Gamification and virtual reality are becoming more common in higher education, leading to more research toward this topic and its applications. Following this new trend, this chapter identifies and proposes practical applications and future directions for gamification and virtual reality in higher education environments. Authors contribute with precise inputs how to create student engagement and motivation towards learning and academic activities. Future research avenues in these domains are given. Authors draw conclusions about future changes in the educational experiences through gamification and virtual reality.


2021 ◽  
Vol 1 (1) ◽  
pp. 50-70
Author(s):  
Emmanuel Fokides ◽  
Penelope Atsikpasi ◽  
Paraskevi Anna Arvaniti

Advances in technologies associated with virtual reality provide interesting tools for e-learning. One such is 360° videos. Although their educational potential is supported by a number of researchers, there is limited empirical evidence backing such a claim, given that they have recently become popular. The study at hand presents the results of a project in which 360° videos were used by primary school students. Eighty-four students, aged ten to eleven, participated in the experiment. The results demonstrated that 360° videos helped them to acquire more knowledge compared to printed material. Then again, no statistically significant differences were noted when comparing 360° and regular videos. 360° videos provided a more immersive, motivational, and enjoyable learning experience. However, the low-cost HMDs used for viewing 360° videos and the applications in which they were embedded, were considered the least easy to use. Moreover, participants expressed the view that all tools fostered their learning. Overall, while the results give support to the hypothesis that 360o videos provide positive educational experiences, their actual impact on learning has to be further explored.


2021 ◽  
Author(s):  
Takudzwa Mujuru ◽  
Christian Lopez

Abstract In the past few years, remote learning has been on a trend of steady growth and it is projected to remain on that course in the years to come. Additionally, the global COVID-19 pandemic forced a shift to remote learning which accelerated the existing trend to remote education. Unfortunately, learners find remote classes less engaging than traditional face-to-face classes. One technology that has shown great potential to improve students’ engagement, both in face-to-face classes and remote classes, is Virtual Reality (VR). Nevertheless, while educators are no longer limited to expensive, high-tech, and high-fidelity VR hardware thanks to the introduction of low-cost, low fidelity headset, like the Google Cardboard, educators are still limited in getting relevant content and find it difficult to create their own VR teaching modules. With the objective to address these limitations, this work introduces a new process to create VR content that is easy, rapid, and affordable for educators to adopt and implement into their curriculum. The results indicate great potential for low-cost VR in remote learning as the sample of students in this study reported that they enjoyed the ‘first-hand experience’ of touring places that were inaccessible to them due to the pandemic. However, the findings also show a strong need to address usability issues such as blurriness and dizziness.


Author(s):  
Manjit Singh Sidhu

Computer aided learning (CAL) is a terminology used for delivering educational experiences electronically. CAL materials may use any combination of teaching techniques including question and answer, simulation, multimedia, didacticism (tending to convey information), or problem solving. CAL environments increasingly are using a combination of interactive multimedia and virtual reality (VR) such as text, audio and video, graphics and images, two and three dimensional animations, and simulations in presenting learning materials. Interactive refers to the way the user engages in these environments to enhance his/her learning process.


Author(s):  
Ricardo Godinho Bilro ◽  
Sandra Maria Correia Loureiro ◽  
Fernando José de Aires Angelino

Gamification and virtual reality are becoming more common in higher education, leading to more research toward this topic and its applications. Following this new trend, this chapter identifies and proposes practical applications and future directions for gamification and virtual reality in higher education environments. Authors contribute with precise inputs how to create student engagement and motivation towards learning and academic activities. Future research avenues in these domains are given. Authors draw conclusions about future changes in the educational experiences through gamification and virtual reality.


2020 ◽  
Vol 44 (4) ◽  
pp. 722-725
Author(s):  
Peter J. Vollbrecht ◽  
Kirsten A. Porter-Stransky ◽  
Wendy L. Lackey-Cornelison

The COVID-19 pandemic is forcing many institutions to consider remote, virtual instruction for the safety of employees and students. Based upon the authors’ experiences in transforming preclerkship medical science courses to virtual platforms, this paper shares tips for faculty rapidly establishing remote medical science instruction. With planning and support, faculty can create engaging, high-quality educational experiences for learners.


2020 ◽  
Vol 11 (2) ◽  
pp. 298-301
Author(s):  
Verka Maratilova ◽  

Google Expeditions is a unique Google initiative designed to bring virtual reality educational experiences into the classroom. They allow the teacher to take students on virtual trips to places such as museums, space and more. The expeditions are collections of connected virtual reality (VR) content – 360 ° panoramas and 3D images – explained with details and support materials that can be used in conjunction with existing curricula. The lesson on „Natural landmarks“ was conducted with students from III „b“ class of Secondary School „Prof. Ivan Batakliev“in the town of Pazardzhik. The type of the lesson is for new knowledge, and the main didactic goal is to form initial knowledge in the students about famous natural landmarks in Bulgaria and for them to be able to name them. The main task is for students to list famous natural landmarks, to distinguish between natural and cultural landmarks and to acquire an attitude of preserving the natural environment.


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