How Teachers Use Instructional Design in Real Classrooms

Author(s):  
Patricia L. Rogers

From filmstrips and mimeographs, to computer-based simulations and virtual reality, technology seems to dominate teachers’ lives as they master the new instructional media for use in their classrooms. Good teaching and learning practices tend to take a back seat while the focus on mastery of the technology reduces teaching into basic presentations and lectures, a format most easily controlled by the instructor. While most pre-K-12 and post-secondary instructors do develop effective courses in which students learn, many would be hard pressed to describe how they arrive at certain goals and teaching strategies.

Author(s):  
Patricia L. Rogers

“I’ve learned how to use the [insert new instructional technology here], so now how do I use it in class?” From filmstrips and mimeographs, to computer-based simulations and virtual reality, technology seems to dominate teachers’ lives as they master the new instructional media for use in their classrooms. Good teaching and learning practices tend to take a back seat while the focus on mastery of the technology reduces teaching into basic presentations and lectures, a format most easily controlled by the instructor. While most pre-K-12 and post-secondary instructors do develop effective courses in which students learn, many would be hard pressed to describe how they arrive at certain goals and teaching strategies.


Author(s):  
Liston William Bailey

This chapter focuses on virtual reality (VR) and augmented reality (AR) as tools for teaching and learning. Attainment of skills and knowledge can be supported through the use of VR/AR applications that are being developed both in the commercial sector and at various research institutions. An overview of what differentiates VR and AR is provided to the reader along with considerations of how such applications might be used to support learning environments in the future. If instructional designers and programmers can synchronize their efforts it may be possible to make VA/AR a common feature across learning environments nationally. Common elements of a VR/AR system are discussed here as well as the need to incorporate instructional design practices into the design of learning applications that use VR/AR.


Author(s):  
He Jialiang ◽  
Zhao Huiying

As a new teaching medium, virtual reality technology has been widely used in the field of education due to the characteristics of immersiveness, imagination, and interactivity, thereby changing the previous teaching concepts and teaching models. Mobile learning has developed rapidly due to its characteristics of mobility, personalization, fragmentation, and hypermedia. Based on the characteristics of the two, we innovatively propose the application of virtual reality technology to the development and construction of mobile learning platforms. This article analyzes the application advantages of virtual reality technology in mobile learning first; proposes design ideas, development tools, architecture design, functional design, and development process of the virtual reality-based mobile learning platform second; displays some of the virtual reality-based mobile learning platforms that have been completed subsequently. Various teaching practice activities have been carried out based on these platforms and achieved good results.


2015 ◽  
pp. 1621-1636 ◽  
Author(s):  
Toshiki Matsuda ◽  
Hiroshi Nakayama ◽  
Kazue Tamada

In this chapter, the authors introduce the e-learning material that they developed using Three-Dimensional Virtual Reality (3D-VR) technology in cyber ethics education. They propose a new instructional method that teaches students to use three types of knowledge in their analyses of moral judgment problems: knowledge of ethical codes, ICT, and rational judgment. They also verify that this method is more effective than the conventional method. In addition, the authors developed e-learning material that provides students with analytical problems and feedback according to their ability to understand ethical codes. Reality and authenticity are key to learning for every student. To inculcate a sense of seriousness toward the problems in e-learning material, the authors devised various dialog methods and built an effective instructional design model, such as the three-way interaction model.


Author(s):  
Toshiki Matsuda ◽  
Hiroshi Nakayama ◽  
Kazue Tamada

In this chapter, the authors introduce the e-learning material that they developed using Three-Dimensional Virtual Reality (3D-VR) technology in cyber ethics education. They propose a new instructional method that teaches students to use three types of knowledge in their analyses of moral judgment problems: knowledge of ethical codes, ICT, and rational judgment. They also verify that this method is more effective than the conventional method. In addition, the authors developed e-learning material that provides students with analytical problems and feedback according to their ability to understand ethical codes. Reality and authenticity are key to learning for every student. To inculcate a sense of seriousness toward the problems in e-learning material, the authors devised various dialog methods and built an effective instructional design model, such as the three-way interaction model.


Author(s):  
Qingjin Peng

This paper describes the experience of teaching a graduate course in Mechanical and Manufacturing Engineering Programs at University of Manitoba, Virtual reality technology in product design and manufacturing. The course has been delivered six years since 2001. The course provides an opportunity for students to plan and optimize a design or manufacturing process in virtual environments. Students are expected to analyze some complex, open-ended questions in virtual environments for conceptual design solutions. This paper introduces the course outline and teaching materials developed in the last few years. The emphasis and challenge in the teaching and learning will be discussed. Examples of course projects completed by students are presented. The further work and direction of the course improvement will also be addressed.


2014 ◽  
Vol 926-930 ◽  
pp. 4469-4472
Author(s):  
Xiao Yan Zhang

As everyone knows, language teaching and learning should be carried out in a certain environment. The virtual reality technology language environment play a decisive role on modern language teaching based on a spurt of progress in science and technology today. Firstly, this paper introduced connotation of the virtual reality technology synoptically and proposed the idea of classroom teaching and extracurricular English learning with virtual reality technology according to the university English teaching content.


2021 ◽  
Author(s):  
Vicki Boley

<p>Traditional notions of intelligence are crippling the field of Gifted Education and often, whether explicitly or implicitly, perpetuate inequity and disproportionality throughout the field in both theory and practice (Cross, 2021; Owens et al., 2018). A particular reason for this issue takes root in narrow, monocultural conceptualizations of intelligence, “casting it in singular rather than interactive disciplines and ways of representation” (Eisner as interviewed by Buescher, 1986, p. 7). As we seek to reform Gifted Education, “we will need to release ourselves from the grips of traditional stereotypes about what schools should be, how teaching is to proceed, what appropriate curriculum content entails, and how evaluation should occur” (Eisner, p. 89). Drawing from Dabrowski’s <i>Theory of Positive Disintegration</i> (TPD), particularly notions pertaining to the five Overexcitabilities and Development Potential, as well as Eisner’s ideas concerning knowledge acquisition through diverse forms of representation and ways of knowing, I present various ideas and implications for the field of Gifted Education. These ideas and implications inform many K-12 teaching and learning practices as well. </p> @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;}@font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-536859905 -1073732485 9 0 511 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0in; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Calibri",sans-serif; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-family:"Calibri",sans-serif; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}div.WordSection1 {page:WordSection1;}


2019 ◽  
Vol 25 (2) ◽  
pp. 229-236
Author(s):  
Kadek Dwipayana ◽  
I Made Agus Wirawan ◽  
I Gede Partha Sindu

Gong Kebyar is one of the group of Balinese music that has five pelog tones which the playing technique using kebyar system. Gong Kebyar serves the instrumental performances, accompanying various types of dances, and accompanying Himdu's religious ceremonial activities in Bali. But not many young people can play the gong kebyar due to lack of adequate facilities. One effort that can be done is to utilize virtual reality technology as an instructional media for playing Gong Kebyar. The purpose of the study was to design and implement the design of Gamelan Gong Kebyar based on Virtual Reality.The development of the Gamelan Gong Kebyar Game based on Virtual Reality was implemented using the ADDIE model. The main feature of this game was playing the gamelan Gong Kebyar instrument, besides that there is a feature playing the instrument accompanied by the song so that the player could feel the situation of playing it in form of sekaa. The design is using a functional model which is UML (Unified Modeling Language) and implemented using programming language C# which edited by MonoDevelop-Unity. The results of this study is a Gong Kebyar application based on virtual reality which is operated with a computer and HTC VIVE VR device. All features in this application function properly. With this application, the community can learn to play Gong Kebyar with the results of the user response test obtaining a value of 91%, which means it is included in the excellent category.


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