scholarly journals Models of using immersive teaching technologies in the practical activity of a teacher of informatics

2021 ◽  
Vol 18 (2) ◽  
pp. 152-161
Author(s):  
Alexey I. Azevich

Problem and goal. Virtual, augmented mixed reality and augmented virtuality are becoming integral attributes of the immersive educational environment, disposed to continuous learning and comprehensive development. The relevance of the study of models of using immersive technologies in the activities of a computer science teacher is beyond doubt, because they are the real embodiment of new methodological ideas and approaches. Methodology. In the course of the research, the analysis of models of immersive learning technologies for the practical activities of a computer science teacher was carried out. On its basis, a set of computer tools and equipment has been proposed that allows introducing immersive technologies into educational practice. Results. Methodological recommendations on the use of virtual, augmented and mixed reality technologies both in informatics lessons and after school hours are presented. The key topics of the computer science program, in which it is advisable to use immersive technologies, have been identified. Methodological approaches to the transformation of informatics teaching in the context of digitalization of education have been formulated. Conclusion. The results of the study indicate that immersive learning technologies can be successfully applied both in informatics lessons and outside the classroom. They not only contribute to the immersion of students in an interactive environment, but also increase the interest, motivation and quality of their knowledge. Lessons using immersive technologies open up new opportunities for a computer science teacher for professional growth, methodological and subject self-improvement.

2016 ◽  
Vol 5 (2) ◽  
pp. 165-171
Author(s):  
Elena Leonidovna Makarova ◽  
Olga Isaakovna Pugach

Effective application of distance technologies, even at the level of individual courses in most universities is faced with a number of organizational, methodological problems. The final design of the regulatory framework the problem of implementation of these technologies in the field of theoretical research and experimental work in the practical implementation of the plane. The authors consider a wide range of problems arising from the mass introduction of e-learning in educational practice, their classification on various grounds. When the authors of the work are based on practical experience in the development of the course Mathematical Foundations of Computer Science for students training areas Teacher Education profiles Informatics and Computer Science and Foreign Language on the basis of a learning management system Moodle. Also studied a number of aspects related to the characteristics of the studied subject area (in Mathematics example of educational area). We formulate the necessary conditions for effective use of e-learning technologies. These conditions, from the point of view of the authors, speakers, among others participated in the implementation of the university administration, the formation of a uniform by the level of the basic mathematical training a group of students, the formation of a thesaurus (semantic web) course in the classroom working with students, as well as a phased approach to solving complex text assignments, requiring the construction of a formal mathematical model in the subject area. We offer some simple criteria for evaluating the effectiveness of (increased performance and students' motivation, optimization of time working teachers, reducing the number of chronic debtors in the discipline).


10.28945/3435 ◽  
2016 ◽  
Author(s):  
Samie Li Shang Ly ◽  
Raafat George Saadé

In this study we combine an immersive learning environment, an evidence based management method and the knowledge management SECI mindset to investigate students’ learning from scientific journal articles. The study entailed the use of a web-based peer to peer system (P2PS) that, gives an identified subject matter, engages students in extracting knowledge from a source, processes that knowledge to create new knowledge, assesses each other’s works, and then creates a test on the subject matter. We found that the immersive learning environment engaged students and improved their examination performance. However, comparing two groups, exposed versus not exposed to scientific journal article, both focused on keywords alone for the knowledge processing. This was not a desirable outcome from the knowledge management process and the tool. We believe this outcome is a result of engrained traditional learning and driven by our wish to make a change in educational practice, we propose our e-pedagogy methodology as a learning foundation for knowledge processing.


2020 ◽  
Vol 8 (1) ◽  
pp. 173-186
Author(s):  
John P Egan

This article examines the experiences of students after completing an online postgraduate learning technologies applications course with respect to the transfer of learning of skills, knowledges, and perspectives to their professional educational practice. Transfer of learning was perceived to have occurred with respect to overall course design and specific learning activities. Transfer of learning from the course to educational practice was seen as effective for most study participants; however, the strong community of practice inculcated within the course eroded after the course ended.


2020 ◽  
Author(s):  
Souvik Mukherjee ◽  
Ngudup Tsering ◽  
Jinan Fiaidhi

<i>Computer science permeates our everyday lives in almost every space in the modern fast-paced world. The potential of computer science to address the world’s most complex and immediate problems is unbounded. Digital technologies have connected us to the globe, and yet after coming this far, mere technical knowledge does not seem to suffice a cause that is above the global technological requirement. Creative and interdisciplinary solutions that encompass an understanding of technology and people, along with a deep desire to improve the state of the world is the need of the hour, that is, application of cross-discipline aspects from society and technology towards development of social cause. This report gives a qualitative case study of quantitative surveys that address two of the major social challenges experienced by the society on a global scale, and explore solutions and recommendations with interactive technologies to address them. The report also discusses potential applications of mixed reality, and argues that collaborative mixed reality can be deployed towards achieving the interaction goal between different communication groups. It also suggests and proposes the employment of collaborative mixed reality games as a probable solution to minimize the social barriers encountered. The work draws upon psychology, cultural anthropology, and art and urban studies along with application areas from fields of human-computer interaction, computer supported cooperative work, and ubiquitous computing.</i>


ACM Inroads ◽  
2015 ◽  
Vol 6 (4) ◽  
pp. 94-97 ◽  
Author(s):  
Bradley Beth ◽  
Calvin Lin ◽  
George Veletsianos

ACM Inroads ◽  
2010 ◽  
Vol 1 (1) ◽  
pp. 61-66 ◽  
Author(s):  
Judith Gal-Ezer ◽  
Chris Stephenson

2020 ◽  
Vol 66 (4) ◽  
pp. 22-27
Author(s):  
Jody Takemoto ◽  
Brittany Parmentier ◽  
Rachel Bratelli ◽  
Thayer Merritt ◽  
Leanne California Health Sciences University

The evolution of technology has given practitioners and educators more tools to better treat, manage, and educate both patients and future pharmacists. The objective of this viewpoint publication is to describe the current use of extended reality (XR) in pharmacy and propose ways in which pharmacy practice and education may benefit from incorporation of this technology. While these tools have been used for decades by many other professions, pharmacy is starting to adopt XR in professional and educational practice. XR (virtual reality, mixed reality, and augmented reality) is being used in various aspects of pharmacy care and education, such as pain management, diabetes self-care, cross-checking of prescriptions, treatments for addiction, and (in limited ways) patient and pharmacy education. There is great potential for further integration of XR into pharmacy practice and pharmacy education to ultimately improve patient care and education as well as pharmacy education.


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