LIVING AUTISM: AN IMMERSIVE LEARNING EXPERIENCE

Author(s):  
Steffi De Martino ◽  
Foaad Haddod ◽  
Vince Briffa ◽  
Vanessa Camilleri ◽  
Alexiei Dingli ◽  
...  
Author(s):  
Lia DiBello ◽  
Whit Missildine

Instructional design has not kept pace with the growth of the globalized knowledge economy. In the area of project management, a volatile global economy requires immersive learning and training exercises targeted to expert learners that have not yet been widely adopted. The authors developed a 16-hour, immersive collective learning experience for mid- to high-level project managers. The exercise was carried out in the Second Life Virtual Worlds platform and aimed to accelerate learning among participants. In addition, the authors tested a number of questions about the capacity of Virtual Worlds to be used for running complex, immersive learning and training. Results indicate that participants experienced high levels of engagement with exercise and, in the second iteration, were able to achieve goals within the exercise. Various technological breakdowns pointed to both the downsides as well as the opportunities for Virtual Worlds to be used for immersive rehearsal engagements.


Author(s):  
Josef Buchner ◽  
Julia Weißenböck

Augmented Reality has the potential of transforming teaching. By applying this technology themselves, students progress from consumers of technology to producers of their own digital content, and they can make it available to a large audience and create an immersive learning experience. After a language trip to Scotland, teachers and two classes of 17-year-old students from a school in Salzburg, Austria, decided to present the outcome of their project work from their stay abroad in a more interactive and innovative way. Instead of inviting parents and friends to an evening of PowerPoint, the students designed AR posters and visitors were invited to an interactive gallery walk during which they had the chance to explore thematic posters related to Scotland. While at first glance the posters seem rather bland, digital content, which the students produced, opens up by scanning the pictures on the poster with a special AR app. This project successfully combines language and digital skills and has shown to motivate students to engage even deeper with their topic.


Author(s):  
Lia DiBello ◽  
Whit Missildine

Instructional design has not kept pace with the growth of the globalized knowledge economy. In the area of project management, a volatile global economy requires immersive learning and training exercises targeted to expert learners that have not yet been widely adopted. The authors developed a 16-hour, immersive collective learning experience for mid- to high-level project managers. The exercise was carried out in the Second Life Virtual Worlds platform and aimed to accelerate learning among participants. In addition, the authors tested a number of questions about the capacity of Virtual Worlds to be used for running complex, immersive learning and training. Results indicate that participants experienced high levels of engagement with exercise and, in the second iteration, were able to achieve goals within the exercise. Various technological breakdowns pointed to both the downsides as well as the opportunities for Virtual Worlds to be used for immersive rehearsal engagements.


2016 ◽  
Vol 24 (1) ◽  
pp. 30089 ◽  
Author(s):  
Marie L. Bassford ◽  
Annette Crisp ◽  
Angela O'Sullivan ◽  
Joanne Bacon ◽  
Mark Fowler

Author(s):  
Paul Gestwicki ◽  
Ronald Morris

The authors describe a model for involving multidisciplinary teams of students in history education game development, focusing on the process as a learning experience. This is described in the context of immersive learning, a model for higher education that emphasizes interdisciplinary problem-solving through creative artifacts. The students involved in this multi-semester experience explored emerging theories of interactive entertainment and learning, diverging from traditional educational game designs to explore why people play games at all, the impact of design decisions on fun, and how to harness this insight to create games that are both fun and educational. The student team worked with educators and historians to create a game that would incorporate Civil War content involving the John Hunt Morgan Raid across Indiana. The game had to fit educational constructs and constrictions. Suggestions for future research and conclusions based on this experience are provided.


2019 ◽  
Vol 57 (7) ◽  
pp. 1671-1694 ◽  
Author(s):  
Dhawaleswar C. H. Rao ◽  
Sujan Kumar Saha

Immersive learning is one of the leading trends in education. Immersive learning uses a simulated or artificial environment for a better learning experience. Design of intelligent learning platform and motivating content development is one key aspect of immersive learning. In this article, we propose an intelligent computer-assisted learning platform that helps school-level students in self-learning. Specifically, the proposed platform focuses on biology learning. The learning platform performs several tasks including automatic identification of important terms and concepts, identification of questionable sentences, visualization of key concepts through relevant images, and conducting a mock test for confidence building. Various techniques have been adopted for the development of the individual functionalities. Working of the individual modules is evaluated by two human experts. In addition, in an individual-level learning setup, the platform is used by 50 Class IX students for studying a module. They provided feedback on the system through a questionnaire. Both the human expert-based and questionnaire-based evaluation results demonstrate that the platform offers satisfactory performance.


Author(s):  
Sara de Freitas ◽  
Ian Dunwell ◽  
Genaro Rebolledo-Mendez

As virtual worlds come of age, their potential for applications supporting teaching and learning is becoming increasingly recognised. This chapter outlines a transition of learning, centring on the uptake of new tools for supporting Technology Enhanced Learning (TEL) in universities and colleges. In particular, the use of technologies such as virtual worlds is increasing the pedagogic toolkit of teachers and tutors, providing unique opportunities to support and enhance teaching and learning. In particular, the use of virtual worlds to reach remote, distance, and online learners is creating new opportunities for face-to-face engagement and motivation with difficult-to-reach groups. To evidence and explore this potential, this chapter documents the main findings from several studies which focus upon defining and examining the key components which contribute towards the efficacy of an ‘immersive learning experience’. This includes the main findings of the UK JISC-funded MyPlan project, wherein Second Life, a desktop virtual world, was used to support career decisions and educational choices among two groups of learners, the first from a college and the second from a university. These findings are compared to those arising from the UK Technology Strategy Board-funded Serious Games: Engaging Training Solutions (SG-ETS) project, which sought to develop and assess three high-fidelity serious games. The chapter focuses upon four specific components of virtual worlds and immersive learning techniques: personalisation through learner modelling, integrative feedback, intrinsic motivational quality, and what the authors term ‘social interactive learning’. These four criteria are discussed with respect to the study, providing a basis for future ongoing studies that explore the efficacy of immersive virtual worlds as an alternative for, and supplement to, traditional learning environments.


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