AR and VR in Education: Transforming Learning PDF
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This document explores the use of augmented reality (AR) and virtual reality (VR) in education, discussing their potential to revolutionize how we learn and interact with course content. The document analyzes the advantages, like faster training and emotional connections, alongside potential challenges like cost and accessibility. It highlights how AR and VR can be applied in various subjects like English language teaching and science education.
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THIS ISN’T SCIENCE FICTION; IT'S HAPPENING NOW WITH AR AND VR IN EDUCATION. HOW WE LEARN TODAY why do we need to improve the quality of education Before computers- books. In the era of digital technologies, books are being turned into eBooks. Modern search engines make fact-finding...
THIS ISN’T SCIENCE FICTION; IT'S HAPPENING NOW WITH AR AND VR IN EDUCATION. HOW WE LEARN TODAY why do we need to improve the quality of education Before computers- books. In the era of digital technologies, books are being turned into eBooks. Modern search engines make fact-finding really easy — with just a few clicks Knowledge has become more easily available for more people, however two significant problems: It’s based on the same old format — fact retention. Teaching methods -providing facts; Having access to and consuming a lot of information isn’t learning. Being informed isn’t the same as being educated. Too much information received in a short period of time overwhelmed students, bored, disengaged, and usually not sure why they are learning about a topic in the first place. Need for Theoretical knowledge + Pratice “VIRTUAL REALITY & AUGMENTED REALITY HAS THE POTENTIAL TO FUNDAMENTALLY TRANSFORM HOW WE LEARN, WORK, AND INTERACT.” Mark Zuckerberg Now that you've virtually went through the oceans or titanic, brought the moon portal how did this experience affect your perception of the subject? Could you imagine learning all your history or science lessons in this way? What do you think would change in how you learn? What are the benefits, and what challenges might arise from such immersive technology in education? Virtual reality, or VR, is a simulated three-dimensional (3D) VIRTUAL REALITY environment that lets users explore and interact with a virtual surrounding in a way that approximates reality, as it's perceived through the users' senses. The environment is created with computer hardware and software Users might also need to wear devices such as goggles, headsets or bodysuits to interact with the environment. CURRENT STATE OF VR IN EDUCATION A recent study by PwC (professional service network) found that VR learners were: 4x faster to train than in the classroom Nearly 3 times more confident to put their knowledge into practice 4x more more emotionally connected to content than classroom learners With 7 out of 10 teachers wanting to use virtual reality technology to “simulate experiences relevant to the coursework that they are teaching,” it’s clear that educators recognize their students can benefit from updated learning methods. VR Provides students with hands-on experiences and simulations. Helps to explore and interact with complex concepts, environments, and scenarios that may not be readily available or feasible in a traditional classroom setting. Learners who previously could not access traditional learning methods due to physical disabilities, socioeconomic status, or geographic location can now gain the same quality education as others. VR TOOLS FOR ENGLISH LANGUAGE TEACHING Mondly A conversational language learning app Realistic conversations and cultural experiences. language lessons, vocabulary, and interactive dialogues ENGAGE ENGAGE is a virtual classroom platform that allows teachers to create and deliver interactive lessons in a 3D virtual environment. Spatial audio, whiteboard, screen sharing, and breakout rooms for more engaging and collaborative language learning. Augmented reality is a AUGMENTED technology that overlays digital REALITY elements onto real-world objects to enhance what users see and experience in the world around them. THREE TYPES OF AR Location-Based Augmented Reality Utilizing a device’s GPS and other location-based sensors, this form of AR presents contextual information based on the user’s location. Visit a historical site or a natural landmark, and their devices can provide r facts, data, or images Projection-Based Augmented Reality interactive dashboard within the real environment. visualize abstract concepts, explore 3D models, or even simulate experiments. Superimposition-Based Augmented Reality AR modifies or replaces a real-world image with virtual elements, overlaying new digital components onto the existing environment. AR TOOLS FOR ENGLISH LANGUAGE TEACHING Quiver AR Flashcards An AR app that brings AR-enhanced flashcards that coloring pages to life, allow students to view 3D allowing students to models of vocabulary words, interact with 3D improving retention and models and animations understanding through visual as they color. and interactive learning. Blippar An AR platform that enables students to scan physical objects and access additional digital content, such as vocabulary words, definitions, and interactive lessons. AR AND VR TIMELINE 2019 Google and Apple 2008 release their respective 1968 Ivan Sutherland 1992 Microsoft releases the augmented reality The U.S. Air Force starts Kinect sensor for the platforms, ARCore and develops the first using virtual reality for Xbox 360, enabling ARKit, enabling the head- mounted pilot training, leading to motion-based control development of AR display (HMD) wider adoption of VR in and augmented reality applications for mobile system, known as various industries experiences devices the 'Sword of Damocles' 2016 2022 1987 1999 The release of The rise of the Jaron Lanier coins The first consumer- consumer-oriented metaverse the term 'virtual oriented virtual virtual reality concept, with reality' and founds reality headset, the headsets like the companies like VPL Research, one of Virtuality 1000CS, Oculus Rift, HTC Meta (formerly the first companies is released, Vive, and PlayStation Facebook) to develop and sell allowing users to VR, driving investing heavily VR hardware and experience mainstream in virtual and software immersive 3D adoption of VR augmented reality environments technology technologies SUCCESSFUL AR AND VR IMPLEMENTATION University of Michigan's AR Immersive VR Simulations AR-Enabled Field Trips at VR Storytelling at Emerson Anatomy Lab at Stanford University Greenwood Elementary College Students at the University of Stanford University's Students at Greenwood Emerson College's film and Michigan can explore the engineering department Elementary use augmented media students create human body in 3D using uses virtual reality reality to explore historical immersive virtual reality augmented reality simulations to give sites and natural wonders experiences, blending technology, enhancing their students hands- on during virtual field trips, technology with artistic understanding of anatomy. experience with complex expanding their learning beyond expression to share engineering concepts. the classroom. powerful narratives. AR IN SCIENCE EDUCATION Visualizing Molecular Structures Demonstrating Scientific Simulating Natural Phenomena Experiments AR can be used to display 3D models of AR can be used to create interactive AR can be used to create immersive, molecules, allowing students to manipulate simulations of scientific experiments, interactive simulations of natural and explore the structure in real-time. enabling students to observe and interact phenomena, such as weather patterns, with the process without physical geological processes, or ecosystems, constraints. providing a hands- on learning experience. FOR VISUAL IMPAIRMENT VR IN ENGINEERING EDUCATION Virtual Prototyping VR allows engineers to create and interact with 3D digital models of products, enabling them to evaluate designs and test functionality before physical prototyping. LIMITATIONS 1. High Initial and Maintenance Costs Expensive Hardware: VR headsets, AR-capable devices, and supporting equipment (like powerful computers for VR) 2. Limited Content Availability Custom content creation 3. Technical Challenges 4. Health and Safety Concerns 5.Limited Physical Movement: Safety Risks: 6. Teacher Training and Preparedness, Resistance to Adoption: 7. Distraction and Over-Immersion 8. Limited Social Interaction-, Reduced Face-to-Face Interaction, Nonverbal Cues 9. Access and Equity Issues Digital Divide: between well-funded schools and those with fewer resources. Limited Accessibility for Students with Disabilities: The technology is not accessible to everyone, particularly for students with visual, auditory, or physical disabilities. CHALLENGES CAN BE REMOVED BY Hardware and Infrastructure Student Engagement and Curriculum Integration Limitations Attention Effectively integrating AR/VR technologies Ensuring adequate computing power, Balancing the immersive nature of AR/VR into existing curricula and aligning them display devices, and network connectivity with the need to maintain student focus with learning objectives and pedagogical for a seamless AR/VR experience in the and participation in the learning process. approaches. classroom. Accessibility and Inclusivity Cost and Scalability Teacher Training and Support Providing adequate training and ongoing Ensuring that AR/VR experiences are Addressing the initial investment and support for teachers to effectively integrate accessible and inclusive for students with ongoing maintenance costs of AR/VR and utilize AR/VR technologies in their diverse needs, including those with technologies, as well as ensuring scalability teaching practices. physical, cognitive, or sensory impairments. to accommodate larger classroom sizes. EMERGING TRENDS Immersive Learning Experiences Personalized Learning Pathways Deep absorption Adapt learning content and experiences to individual student needs, preferences, and learning styles. Collaborative Virtual Classrooms Enhanced Spatial Visualization Enabling remote students to participate in virtual Improve students' spatial reasoning, problem-solving, classrooms, collaborate on projects, and engage in and understanding of complex, three-dimensional group discussions concepts. Virtual Field Trips and Simulations Access to inaccessible or dangerous locations, as well as realistic simulations of scientific experiments and real-world scenarios. MONDLY FOR CONVERSATIONAL PRACTICE Mondly is a language learning platform that leverages virtual reality (VR) technology to provide immersive and engaging conversational practice for English language learners. By simulating realistic conversations in virtual environments, Mondly allows users to develop their speaking and listening skills in a safe and interactive setting, helping them gain confidence and fluency in everyday communication. BRIDGING THE GAP Augmented Reality (AR) and Virtual Reality (VR) technologies have the potential to bridge the gap between theoretical knowledge and practical learning. By creating immersive, interactive environments, these technologies can allow students to apply what they've learned in a simulated, hands-on setting, reinforcing their understanding and enhancing their ability to apply that knowledge in real-world scenarios. AS CONCLUSION, AR AND VR ARE NOT JUST NOVELTIES IN EDUCATION BUT PIVOTAL TECHNOLOGIES THAT CAN FUNDAMENTALLY TRANSFORM HOW STUDENTS LEARN, TEACHERS TEACH, AND SCHOOLS DELIVER EDUCATION. THE FUTURE OF LEARNING IS INTERACTIVE, IMMERSIVE, AND ENGAGING — AND AR/VR ARE LEADING THE WAY