Augmented-Virtual Reality: How to Improve Education Systems

Q2 Social Sciences
Manuel J. Fernández
{"title":"Augmented-Virtual Reality: How to Improve Education Systems","authors":"Manuel J. Fernández","doi":"10.18870/HLRC.V7I1.373","DOIUrl":null,"url":null,"abstract":"This essay presents and discusses the developing role of virtual and augmented reality technologies in education. Addressing the challenges in adapting such technologies to focus on improving students’ learning outcomes, the author discusses the inclusion of experiential modes as a vehicle for improving students’ knowledge acquisition. Stakeholders in the educational role of technology include students, faculty members, institutions, and manufacturers. While the benefits of such technologies are still under investigation, the technology landscape offers opportunities to enhance face-to-face and online teaching, including contributions in the understanding of abstract concepts and training in real environments and situations. Barriers to technology use involve limited adoption of augmented and virtual reality technologies, and, more directly, necessary training of teachers in using such technologies within meaningful educational contexts. The author proposes a six-step methodology to aid adoption of these technologies as basic elements within the regular education: training teachers; developing conceptual prototypes; teamwork involving the teacher, a technical programmer, and an educational architect; and producing the experience, which then provides results in the subsequent two phases wherein teachers are trained to apply augmentedand virtual-reality solutions within their teaching methodology using an available subject-specific experience and then finally implementing the use of the experience in a regular subject with students. The essay concludes with discussion of the business opportunities facing virtual reality in face-to-face education as well as augmented and virtual reality in online education.","PeriodicalId":37033,"journal":{"name":"Higher Learning Research Communications","volume":"17 3","pages":"1-15"},"PeriodicalIF":0.0000,"publicationDate":"2017-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"129","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Higher Learning Research Communications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18870/HLRC.V7I1.373","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 129

Abstract

This essay presents and discusses the developing role of virtual and augmented reality technologies in education. Addressing the challenges in adapting such technologies to focus on improving students’ learning outcomes, the author discusses the inclusion of experiential modes as a vehicle for improving students’ knowledge acquisition. Stakeholders in the educational role of technology include students, faculty members, institutions, and manufacturers. While the benefits of such technologies are still under investigation, the technology landscape offers opportunities to enhance face-to-face and online teaching, including contributions in the understanding of abstract concepts and training in real environments and situations. Barriers to technology use involve limited adoption of augmented and virtual reality technologies, and, more directly, necessary training of teachers in using such technologies within meaningful educational contexts. The author proposes a six-step methodology to aid adoption of these technologies as basic elements within the regular education: training teachers; developing conceptual prototypes; teamwork involving the teacher, a technical programmer, and an educational architect; and producing the experience, which then provides results in the subsequent two phases wherein teachers are trained to apply augmentedand virtual-reality solutions within their teaching methodology using an available subject-specific experience and then finally implementing the use of the experience in a regular subject with students. The essay concludes with discussion of the business opportunities facing virtual reality in face-to-face education as well as augmented and virtual reality in online education.
增强虚拟现实:如何改善教育系统
本文介绍并讨论了虚拟现实和增强现实技术在教育中的发展作用。为了解决适应这些技术以提高学生学习成果的挑战,作者讨论了将体验模式作为提高学生知识获取的工具。技术教育角色的利益相关者包括学生、教师、机构和制造商。虽然这些技术的好处仍在调查中,但技术领域提供了加强面对面和在线教学的机会,包括对抽象概念的理解和在真实环境和情况下的培训。技术使用的障碍包括有限地采用增强现实技术和虚拟现实技术,更直接的是对教师进行必要的培训,使其在有意义的教育环境中使用这些技术。作者提出了一个六步方法,以帮助将这些技术作为常规教育的基本要素:培训教师;开发概念原型;包括教师、技术程序员和教育架构师在内的团队合作;并产生经验,然后在随后的两个阶段提供结果,其中教师接受培训,使用可用的特定学科经验在他们的教学方法中应用增强和虚拟现实解决方案,然后最后在常规学科中与学生一起实施经验。本文最后讨论了虚拟现实在面对面教育以及增强现实和虚拟现实在在线教育中的商业机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Higher Learning Research Communications
Higher Learning Research Communications Social Sciences-Education
CiteScore
3.50
自引率
0.00%
发文量
17
审稿时长
16 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信