virtual field trip
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2021 ◽  
Author(s):  
Clare E. Bond ◽  
Jessica H. Pugsley ◽  
Lauren Kedar ◽  
Sarah R. Ledingham ◽  
Marianna Z. Skupinska ◽  
...  

Abstract. The rise of the virtual field trip was unprecedent in 2020 and 2021 due to the global COVID-19 pandemic. Virtual field trips aim to replicate the learning outcomes and experiences of actual field trips, by providing a digital alternative to in-field courses. They provide valuable opportunities for those unable to visit the field and alternative learning experiences for those that can. However, understanding their efficacy in term of learning outcomes, the effectiveness of learning support offered, and cohort cohesion generally remains untested. Here we show how negative aspects of a virtual field trip both pre- and post-course are countered by positive outcomes in terms of breadth of learning outcomes and experience. As part of our analysis, we tested methods to mitigate barriers to inclusion and learning on a virtual field trip including internet connectivity and hardware access, use of printed workbooks, and limitations to interaction, support and cohort cohesion. Our results show that although negative perceptions, as evidenced through questionnaire responses, are dominant, with 71 %–88 % of respondents commenting on these aspects across both student and staff cohorts pre- and post-course; positive aspects of virtual field trips (43 %–57 %) also feature highly. Students show a positive shift in their perception of online teaching and learning over the course with positive comments moving from 19 % pre-course to 71 % post-course, whereas positive comments by staff are low pre- and post-course at 14 %. Printed workbooks, staff: student ratios and interaction are received positively. Overall, we find that negative perceptions of virtual field trips pre- and post-course exist, but that both students and staff identify positive elements including breadth of learning outcomes, particularly regarding data synthesis and analysis. We suggest ways to learn from these findings to design virtual field trips that deliver effectively in blended learning environments for the benefit of all.


2021 ◽  
Author(s):  
Nicolas C. Barth ◽  
Greg M. Stock ◽  
Kinnari Atit

Abstract. This study highlights a Geology of Yosemite Valley virtual field trip (VFT) and companion exercises produced as a four-part module to substitute for physical field experiences. The VFT is created as an Earth project in Google Earth Web, a versatile format that allows access through a web browser or Google Earth app with the sharing of an internet address. Many dynamic resources can be used for VFT stops through use of the Google Earth Engine (global satellite imagery draped on topography, 360° street-level imagery, user-submitted 360° photospheres). Images, figures, videos, and narration can be embedded into VFT stops. Hyperlinks allow for a wide range of external resources to be incorporated; optional background resources help reduce the knowledge gap between general public and upper-division students, ensuring VFTs can be broadly accessible. Like many in-person field trips, there is a script with learning goals for each stop, but also an opportunity to learn through exploration as the viewer can dynamically change their vantage at each stop (i.e. guided discovery learning). This interactive VFT format scaffolds students’ spatial skills and encourages attention to be focused on a stop’s critical spatial information. The progression from VFT to mapping exercise to geologically-reasoned decision-making results in high quality student work; students find it engaging, enjoyable, and educational.


2021 ◽  
Vol 5 (4) ◽  
pp. 18
Author(s):  
Maria C. R. Harrington ◽  
Zack Bledsoe ◽  
Chris Jones ◽  
James Miller ◽  
Thomas Pring

This paper describes a virtual field trip application as a new type of immersive, multimodal, interactive, data visualization of a virtual arboretum. Deployed in a game engine, it is a large, open-world simulation, representing 100 hectares and ideal for use when free choice in navigation and high fidelity are required. Although the computer graphics are photorealistic, it is different and unique from other applications that use game art or 2D 360-degree video, because it reflects high information fidelity as a result of the domain expert review, and the integration of geographic information system (GIS) data with drone images. Combined in-game as a data visualization, it is ideal for generating past or future worlds, in addition to representations of the present. Fusing information from many data sources—terrain data, waterbody data, plant inventory, population density data, accurate plant models, bioacoustics, and drone images—its design process and methods could be repeated and used in a wide range of augmented reality (AR) and virtual reality (VR) applications and devices. Results on presence, embodiment, emotions, engagement, and learning are summarized from prior pilot studies for context on use, and are relevant to schools, museums, arboretums, and botanical gardens interested in developing immersive informal learning applications.


Author(s):  
Po-han Chiu

The goal of this research is to use information and communication technology (ICT) to develop so-called “virtual field trip” s ystem and the software follows the principles of the anchored instruction, whereby we can design a worksheet for outdoor education. The system combines the anchored instruction, worksheet, and image-based VR in order to make it as a supplementary tool for students before they have a field trip and to raise their learning motivation. Besides, the research also discusses the difference between traditional outdoor education and the model mentioned above.


IAVS Bulletin ◽  
2020 ◽  
Vol 2020 (4) ◽  
pp. 21-27
Author(s):  
Reginald Tang

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