scholarly journals Virtual Environments and Augmented Reality Applied to Heritage Education. An Evaluative Study

2020 ◽  
Vol 10 (7) ◽  
pp. 2352 ◽  
Author(s):  
Alex Ibañez-Etxeberria ◽  
Cosme J. Gómez-Carrasco ◽  
Olaia Fontal ◽  
Silvia García-Ceballos

Technological advancements have provided heritage with new learning environments via the use of virtual and augmented reality, which can foster the accessibility and understanding of culture and propose new ways of interacting with heritage. Therefore, in this study, a systematic evaluation is carried out of n=197 heritage education programs listed in the database of the Observatorio de Educación patrimonial en España (OEPE) (the Spanish Heritage Education Observatory–SHEO) which, in their descriptions, integrate the use of virtual environments and/or augmented reality to promote learning on the part of the user. The objectives of this study are: (1) to analyse the state of the art, (2) to evaluate the quality of their educational designs via the “analysis and assessment sequential method for heritage education programs” (SAEPEP-OEPE) and (3) to identify variables which can be improved or which have a significant influence on the quality of the programs. Highlights of the results include: (a) the increasing implementation of these technologies in heritage education programs, with the greater presence of virtual resources than of learning environments, (b) the low level of the scope of educational quality in their designs, particularly their assessment, and (c) the inclusion of advanced technologies slightly decreases the specificity of the educational design.

Author(s):  
Francisco Villa Ulhôa Botelho ◽  
Rosa Maria Vicari

The general objectives of this study are: to analyze significant indicators for assessment of the effectiveness of Distance Learning (DL) courses; to check the extent to which such effectiveness is related to the quality of interactive processes; to examine characteristic elements of individuals’ conversations while they interact in study groups within virtual environments, with a view to contributing toward the effectiveness of DL courses; the development of a methodology for assessing the effectiveness of distance learning courses. Results confirm the importance of the context, the teacher, and learning-group variables for the effectiveness of distance courses. They also illustrate the relevance of certain speech features of students and teachers in virtual learning environments that generate conversational dynamics and contribute toward meeting the goals of DL courses.


Author(s):  
Minghui Sun ◽  
Xinyu Wu ◽  
Zhihua Fan ◽  
Liyan Dong

Human-computer interaction (HCI) has developed rapidly in recent years, and more and more researchers are interested in applying HCI techniques into education. Compared with traditional approaches in the real world, gesture recognition is considered as a reasonable alternative since it is vivid and flexible. However, most of educational equipment nowadays achieves the function of augmented reality, without any interaction. This paper implemented a prototype, not only based on augmented reality system, but also especially we think about the interactive design. Accessibility is achieved by mobile devices and the dynamic switch of gesture recognition. By this interactive method, children are able to interact with the virtual objects easily and naturally. Consequently, children can have a profound and deep understanding of what they learn, and the quality of education will be improved.


2019 ◽  
Vol 24 (1) ◽  
pp. 31-38 ◽  
Author(s):  
Olaia Fontal Merillas ◽  
Silvia García Ceballos ◽  
Benito Arias ◽  
Víctor B. Arias

2020 ◽  
Vol 4 (3) ◽  
pp. 48
Author(s):  
Ryan O. Kellems ◽  
Cade Charlton ◽  
Kjartan Skogly Kversøy ◽  
Miklós Győri

Individuals with autism and other developmental disabilities struggle to acquire and appropriately use social skills to improve the quality of their lives. These critical skills can be difficult to teach because they are context dependent and many students are not motivated to engage in instruction to learn them. The use of multi-modal technologies shows promise in the teaching a variety of skills to individuals with disabilities. iAnimate Live is a project that makes virtual environments, virtual characters (avatars), augmented reality, and animation more accessible for teachers and clinicians. These emerging technologies have the potential to provide more efficient, portable, accessible, and engaging instructional materials to teach a variety of social skills. After reviewing the relevant research on using virtual environments virtual characters (avatars) and animation for social skills instruction, this article describes current experimental applications exploring their use via the iAnimate Live project.


Author(s):  
Nhu Le ◽  
Hanh Dinh

Rapid advancement in technology has altered the way language education is conceptualized and practiced. Technological tools, when effectively integrated with appropriate pedagogical foundations, can enhance the quality of teaching and learning experiences. Augmented reality (AR) has emerged as one of the latest technologies offering a new way to bridge virtual and reality worlds. Due to the widespread proliferation of digital technology, the implementation of AR on mobile devices such as smartphones and tablets has become a growing trend in educational settings. Regardless of the advantages that AR technology brings to language classrooms, there have been very few studies exploring the design, evaluation, and applications of AR for educational purposes. Therefore, this chapter aims to (a) introduce AR technology in learning environments, (b) embrace its potentials and foreseeable hindrances to language education, (c) discuss practical and applicable ways to use this merging technology effectively in the classroom, and (d) propose some issues for future research.


Author(s):  
S. G. Grigoriev ◽  
M. V. Kurnosenko ◽  
A. M. Kostyuk

The article discusses possible forms of educational STEM projects in the field of electronics and device control using Arduino controllers. As you know, the implementation of such STEM projects can be carried out not only using various electronic constructors, but also using virtual modeling environments. The knowledge obtained during modeling in virtual environments makes it possible to increase the efficiency of face-to-face practical training with a real constructor, and to improve the quality of students’ knowledge. The use of virtual modeling environments in combination with the use of real constructors provides links between distance and full-time learning. A real constructors can be used simultaneously by both the teacher and the student, jointly practicing the features of solving practical problems. The article provides examples of using a virtual environment for preliminary prototyping of circuits available in the documentation for electronic constructors, to familiarize students with the basics of designing and assembling electronic circuits using the surface mounting method and on a breadboard, as well as programming controllers on the Arduino platform that control electronic devices. This approach allows students to accelerate the assimilation of various interdisciplinary knowledge in the field of natural sciences using STEM design.


2014 ◽  
Vol 1 (1) ◽  
pp. 127-130 ◽  
Author(s):  
Valentin Petrescu ◽  
Florian Popescu ◽  
Alina Gligor

AbstractUsing blended learning method, Blast Furnace subject was analysed inside the DidaTec Project. The analysed factors were the quality of presentation, quantity of information per page and human – computer interaction. The analysis shows the preference of students to work with different learning environments.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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