scholarly journals Applying augmented reality for experiential learning: a case study of E-Commerce Learning

2015 ◽  
Vol 2 (2) ◽  
Author(s):  
Hsiu-Mei Huang

The great impacts of advancing technology, such as 3D virtual worlds, create new learning opportunities for learners. Educators and researchers have been exploring how to apply 3D virtual technology to improve the virtual learning process and authentic activities. Augmented reality (AR) technology offers the opportunity for learners to interact in both the virtual and real world significantly. Augmented reality can be an attractive technology that allows learners to realize that virtual and real objects coexist at the same time. Therefore, AR technology allows educators to design courses utilizing simulation, visualization, and interaction with the virtual objects and real environments. For Dewey (1916), learning should be real and applicable to daily living. This study builds an e-commerce learning system based upon Kolb’s experiential learning theory.

Author(s):  
Brian G. Burton ◽  
Barbara Martin

Examined in this 3D Virtual World case study was undergraduate student engagement on a learning task and student creation of knowledge. After creating a 3D didactic constructivist virtual world, student conversations were recorded for analysis using Hara, Bonk, and Angeli's (2000) engagement framework and Nonaka and Takeuchi's (1995) knowledge creation theory. The five forms of student engagement augmented the learning process and a complete knowledge spiral was documented, emphasizing the use of the four modes of knowledge conversion. Though limited in time and scope, results further suggest that a highly engaged community of learners was created.


Curationis ◽  
2007 ◽  
Vol 30 (1) ◽  
Author(s):  
S.C.D. Wright ◽  
I. Benninghoff

Teaching research to undergraduates has its own challenges and involving undergraduates in research practical experience is just one of those challenges. As nursing students are in the process of becoming professional nurses, knowledge and skills in research are specific outcomes of the curriculum. One of the outcomes of the B Tech Nursing Science programme offered by the Tshwane University of Technology states that for the baccalaurcate nursing programme include analysis, interpretation and utilisation of a range of research findings in scientific nursing and midwifery care as well as the development of a research protocol in a given context. In an effort to ensure that students would experience research as an essential part of their daily activities, an integrated approach is suggested whereby the nursing experiential learning opportunities are also research experiential learning opportunities. Using the integration strategy, research theory come ‘alive’ for the students. The integration approach is uncomplicated and transferable to any other discipline. The case study presented is the second year nursing students using school nursing experiential learning as a research project. The second year nursing students have a community focus during their second year and one of the experiential learning opportunities is school health nursing in a primary school in Tshwane. The results of the school health survey are presented. The students developed a health education intervention based on the research results.


2019 ◽  
Vol 16 (10) ◽  
pp. 4379-4388
Author(s):  
Bhanu Sharma ◽  
Archana Mantri

In modern times the research and technology in the education sector have revolutionized the teaching-learning environment. Traditional methodologies are being supported by tech-savvy practices. These practices demand young learners to be more advanced, and modern teachers to be more efficient. Under k-12 education program, Science, Technology, Engineering and Mathematics (STEM) are the desired domains to be learned and pursued as future professions today. It is, therefore, apparent to prepare young learners in these domains at an early stage. This situation requires an increased mental load on learners as well as on teachers. Modern technology comes to resolve this situation to some extent where computers, Augmented Reality (AR), Virtual reality (VR) gadgets, etc. help both the learners and the teachers in decreasing their mental load. The orchestration load of the teachers and cognitive load of the learners can further be decreased using AR applications. AR can overlay virtual 3D images on real objects and enhance learning in a fun way. This paper introduces the development of Augmented Reality Learning System (ARLS) followed by an Electronics Kit to make young learners understand the basic fundamentals of science such as electricity, current, electric circuits, working of light switch, thermister, light-dependent register (LDR) and capacitor-based circuits. This ARLS makes use of the markers overlaid on Tangible User Interface (TUI) and shows virtual functioning of these electrical/electronic circuits. The combination of TUI and ARLS results the formation of Augmented Reality Underpinned Design Kit (ARUID Kit). Students work individually on this ARUID kit to gain new learning experience of science fundamentals.


Author(s):  
Georgios A. Dafoulas ◽  
Noha Saleeb

The significance of newly emergent 3D virtual worlds to different genres of users is currently a controversial subject in deliberation. Users range from education pursuers, business contenders, and social seekers to technology enhancers and many more who comprise both users with normal abilities in physical life and those with different disabilities. This study aims to derive and critically analyze, using grounded theory, advantageous and disadvantageous themes, and their sub concepts of providing e-learning through 3D Virtual Learning Environments (VLEs), like Second Life, to disabled users. Hence providing evidence that 3DVLEs not only support traditional physical learning, but also offer e-learning opportunities unavailable through 2D VLEs (like Moodle, Blackboard), and offer learning opportunities unavailable through traditional physical education. Furthermore, to achieve full potential from the above-mentioned derived concepts, architectural and accessibility design requirements of 3D educational facilities proposed by different categories of disabled students to accommodate for their needs, are demonstrated.


2021 ◽  
Vol 2 (3) ◽  
pp. 56-62
Author(s):  
Rufo A. A Labarrete

This study proposed two modules for the course Modalities and Assessment for Learning in PB-DALS. The 4As strategy on teaching as suggested in Kolb’s Experiential Learning Theory served as its core design. As such, it follows the Activity, Analysis, Abstraction, and Application phases of lesson episodes. Its contents, on the other hand, are reflective on the results of the findings reported as regards modalities and assessments of learning employed by the ALS programs implementers across diverse groups. These modules are deemed useful for teachers of PB-DALS, ALS programs implementers, and policy makers of the ALS. Taking things holistically, it is suggested that said modules be subjected for validation.


2020 ◽  
Vol 13 (1) ◽  
pp. 131-143
Author(s):  
Sean Reid ◽  
Jason Muenzen ◽  
Rasoul Rezvanian

Purpose This paper aims to provide students with a career edge, business students require more than concepts and calculations to be successful in their future career. They require professional skill sets, mentors, relationship guides and as much real industry experience as they can gather before graduation. This study sheds some light on how a small business school (SBS) in a nonprofit private academic institution (NPAI) located in an isolated rural area of the USA has been able to tap its strong alumni relationships to provide mentoring and experiential learning opportunities to students using its student-managed investment funds (SMIFs) as the vehicle. Although this study uses a small, geographically isolated institution, the authors believe that the approach taken by this particular school can be replicated by any academic institution that strives to enhance student learning experience by promoting mentorship and experiential learning. Design/methodology/approach This study starts with a brief introduction (Section 1) and a short review of literature (Section 2) to highlight the numerous benefits of alumni engagement and student mentorship. Section 2 shows institutional background on the NPAI, the SBS and the SMIF. The major part of the study starts with a discussion on the set of rules to guide in the construction of a student-alumni relationship framework that could be easily modified to the unique characteristics of the institution. Next, the role and responsibility of the investment advisory board (IAB) and its members’ engagement with students are discussed. In the last part of the study, SBS is used as a case study to show how alumni contribute to SBS and enhance students’ experiential learning by contributing as mentor, IAB member, advisors to the FMIF and career mentorship. This study concludes with a discussion on potential areas of conflict and friction for alumni involvement. Findings This study shows that SBS in a NPAI has been able to tap its strong alumni relationship to provide mentoring and experiential learning opportunities to students using its SMIF as the vehicle. The authors believe that the approach taken by this particular school can be replicated by any academic institution that strives to promote mentorship and experiential learning. Research limitations/implications This case study is focused on a SBS in a NPAI that has a strong alumni relationship and enough resources to successfully tap on its alumni. It would be interesting to learn how this approach can be used in resource-limited public institutions. Practical implications As the case study shows, any business school that values experiential learning can rely on its alumni to enhance student learning experience by properly using its alumni resources. Social implications The results of this study show that business schools’ outreach opportunities and student experiential learning experience can be enhanced and business schools’ academic qualification and ranking, which leads to improvement in student enrollment, can be improved. Overall, the major beneficiary would be the business schools’ immediate and larger community. Originality/value The authors are positive that multiple universities are properly taking advantage of using their alumni relationship.


2012 ◽  
pp. 885-899
Author(s):  
Nita J. Matzen ◽  
William Edward Roberts ◽  
Penny Barker ◽  
Julie Marklin

STEM and ICT Instructional Worlds: The 3D Experience (STEM-ICT 3D) is funded by the National Science Foundation ITEST program. The project proposes to translate the success of earlier projects and reaches toward a model of implementing the use of 3D virtual immersive environments that can be replicated with other middle schools over time. STEM-ICT 3D is intended to inspire middle school students to pursue studies and careers in science, technology, engineering, and mathematics (STEM), as well as prepare students with the skills necessary to succeed in STEM education and careers. This chapter presents an applied case study that describes the design of the project, examines the first phases of implementation, and explores the use of students as technical experts collaborating with teachers, the pedagogical experts, to build 3D virtual worlds for middle school instruction.


2017 ◽  
Vol 118 (9/10) ◽  
pp. 547-565 ◽  
Author(s):  
Valerie Hill ◽  
K. Brant Knutzen

Purpose This research case study shares the partnership between librarians and educators to create a live digital literacy experience at The Quest (Camelot Project), a virtual world medieval simulation. The purpose of the partnership was to gain understanding of the learning elements addressed with a group of participants from across the globe, working at various skill levels and interacting with an immersive virtual world simulation. Design/methodology/approach Using field notes, machinima and interviews (participatory action research), the study identifies learning elements within three contexts: technological, pedagogical and content. Learners cycle toward intended learning outcomes in a virtual-world treasure hunt game from the perspective of both designers and participants. Findings Findings of the case study illustrate the value of collaboration in a digital game-based learning (DGBL) environment through scaffolding of knowledge and skills in a virtual world. Findings exemplify the experiential learning cycle within a virtual world for constructing learning, and support a proposed new theoretical framework of technology-mediated learning which may help educators in both design and implementation. Originality/value As virtual worlds and immersive learning opportunities continue to expand for learners and educators, this study shares the value of experiential learning from the perspective of both the teacher and the learner. Socially constructing knowledge and acquiring skills across distance with a team of librarians and educators are innovative examples of DGBL in an alternative reality setting.


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