scholarly journals 3D Animation and Virtual Reality Integrated Cognitive Computing for Teaching and Learning in Higher Education

2021 ◽  
Author(s):  
Abhishek Kumar ◽  
Rini Dey ◽  
G. Madhukar Rao ◽  
Saravanan Pitchai ◽  
K. Vengatesan ◽  
...  

This paper proposes the and justify how we can enhance the quality of medical education through immersive learning and AI (Artificial Intelligence) use in education. A Multimodal Approach for Immersive Teaching and learning through Animation, AR (Augmented Reality) & VR (Virtual Reality) is aimed at providing specifically medical students with knowledge, skills, and understanding. It is important to understand the current challenge involved in medical education. This paper reports the findings of a novel study on the technology enable teaching with Animation, AR and VR by and MR impact. A case study was conducted involving 521 participants from different states of India. The data was analyzed by their feedback after using this Virtual reality-based teaching procedure in classroom. Recommendations from this paper that are expected to effectively improving the quality of medical education in faster way.

Author(s):  
Srikanth Vemula

The use of virtual reality (VR), augmented reality (AR), mixed reality (MR), immersive experiences, and artificial intelligence technologies are more focused on innovative education technologies. Studies show that the use of these innovative technologies helps to improve the quality of education. It is essential to promote these new innovative techniques, which show an immense prominence in the improvement of education technologies. So, this chapter shows how these innovative technologies combined with games are a more effective way of transforming our education from a good old traditional way of teaching and learning to a tech savvy way of teaching. Since the students are not the same, and there has been a lot of evolution over the years, it is important for everyone in the education sector to rethink the methods of teaching and learning and the use of incorporating new education technologies to enhance learning.


2018 ◽  
Vol 7 (2.14) ◽  
pp. 70
Author(s):  
M Nordin A Rahman ◽  
WM Khairi ◽  
W Awang

The issue of information management is crucial for any academic institution. Convenient access to requested content is creating a competitive advantage for different types of decisions. Information management process in Institut Pendidikan Guru (IPG) often create problems because there is no systematic way of storage management. IPG lecturers stored their teaching materials in different kind of methods. This situation cause in a loss of resources, difficult to retrieve and also cannot be identified when it's needed. Dealing with large volumes of resources it is essential to use technological solutions that enable flexible storage, retrieval, processing and interpreting information. To solve the problems, this article introduced a framework that use single platform and named as Information Sharing for Learning (IS4L) for managing teaching and learning resources in IPG. The resources will be stored and can be accessed at any time. The framework also applied the technique of gamification to motivate and encourage users to use the application and consequently will increase the volume of resources stored. The developed application based on the proposed framework could help to motivate and engage peoples to share their resources and enhance quality of services in IPG. Finally it could assist to improve the performance and effectiveness of services to achieve users’ satisfaction. 


Author(s):  
Susan Martin Meggs ◽  
Sharon Kibbe ◽  
Annette Greer

This chapter provides a comprehensive case study to demonstrate the longitudinal development of online pedagogy for higher education through a lens of interior design. The chapter presents constructivist theory as a guiding pedagogical framework for the creation of learning environments within Second Life (SL) virtual reality. Details of the rigorous process of incorporation of SL, as an enhancement to a traditional course with a laboratory component, is presented to validate the integrity of the scholarship of teaching and learning undertaken in the exemplar case study. The concluding components of the chapter review the iterative process of course outcome evaluation compared to course and accreditation standards to further demonstrate the educational value of virtual reality as an environment for learning.


2017 ◽  
pp. 888-918
Author(s):  
Klara Bolander Laksov ◽  
Charlotte Silén ◽  
Lena Engqvist Boman

In this case study, the introductory course in an international masters program in medical education (MMedEd) called “Scholarship of Medical Education” is described. Some of the background to why the MMedEd was started and the underlying ideas and principles of the program are provided. The individual course, which consists of 10 weeks part time study on-line with an introductory face to face meeting, is described in terms of the intentions and pedagogical principles underlying the design, the teaching and learning activities, and how the students were supported to achieve the intended learning activities, as well as the challenges and concerns that arose throughout and after the course. Finally, some solutions to these problems are discussed.


2018 ◽  
pp. 276-288 ◽  
Author(s):  
Teresa Torres-Coronas ◽  
María-Arántzazu Vidal-Blasco

Interest is growing in educational designs that blend MOOCs with on-campus teaching and researchers are seeking to incorporate the spirit of a MOOC into a hybrid model. This article reports on the current experience of a higher education institution embarking on blended learning models. The aim of this article is to present a case study and to discuss the strategic approach to integrating a MOOC at undergraduate level. The evaluation strategy of this experience uses surveys and focus groups to interpret the results and the perspective of the various stakeholders. The analysis synthesizes the opinion of the main stakeholders – the institution, the students and the academic staff – and shows that in addition to improving the financial viability of MOOCs, blended learning models improve the quality of students' education, strengthen students' academic performance, and encourage academic staff to constantly innovate their teaching and learning process.


Author(s):  
Robert Hallis

The Scholarship of Teaching and Learning nurtures an academic discussion of best instructional practices. This case study examines the role domain knowledge plays in determining extent to which students can effectively analyze an opinion piece from a major news organization, locate a relevant source to support their view of the issue, and reflect on the quality of their work. The goal of analyzing an opinion piece is twofold: it fosters critical thinking in analyzing the strength of an argument and it promotes information management skills in locating and incorporating relevant sources in a real-world scenario. Students, however, exhibited difficulties in accurately completing the assignment and usually overestimated their expertise. This chapter traces how each step in the process of making this study public clarifies the issues encountered. The focus here, however, centers on the context within which the study was formulated, those issues that contributed to framing the research question, and how the context of inquiry served to deepen insights in interpreting the results.


Author(s):  
Francesco Ferrise ◽  
Monica Bordegoni ◽  
Umberto Cugini

The paper describes the development of a multimodal environment that can be used as a tool to train operators to perform maintenance tasks of industrial products during their lifecycle. The environment provides a visual and haptic representation of a product through the use of commercially-available hardware and software technologies. The new environment mixes interactive simulations of products, based on Virtual Reality technologies, and the information included in the traditional instruction manuals. The paper discusses about what can be effectively simulated with the available technology, and how the current technological limitations can be overcome by using the potentialities offered by a multimodal approach. Technology limitations can also be overcome by mixing two different strategies for coupling parts: the physics-based and the constraint-based approach. A case study provided by a company working in the field of household appliances has been used to prove the concept, to develop, test and finally refine the multimodal environment. The paper describes the development of the multimodal environment and presents the results of the user tests.


2019 ◽  
Vol 76 (6) ◽  
pp. 1681-1690 ◽  
Author(s):  
Alexander Winkler-Schwartz ◽  
Vincent Bissonnette ◽  
Nykan Mirchi ◽  
Nirros Ponnudurai ◽  
Recai Yilmaz ◽  
...  

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