Carlos Alberto González Almaguer, Ángeles Carolina Aguirre Acosta, Alejandro Acuña López, Olaf Ramiro Román Jiménez, Carla Corona Cardoso, Claudia Zubieta Ramírez
{"title":"增强、虚拟和沉浸式现实作为TEC21教育模式中的学习支持","authors":"Carlos Alberto González Almaguer, Ángeles Carolina Aguirre Acosta, Alejandro Acuña López, Olaf Ramiro Román Jiménez, Carla Corona Cardoso, Claudia Zubieta Ramírez","doi":"10.1109/IEEECONF56852.2023.10104699","DOIUrl":null,"url":null,"abstract":"Virtual, augmented, and immersive reality opens a world of possibilities in education by allowing students to recreate authentic situations, such as operating machinery, assembling a product, or training tool handling, to mention a few. In the TEC21 educational model, the core is the challenge: a project with a real-world challenge assigned by the training partner results in students offering solution proposals.The trigger that accelerated the development of virtual, augmented, and immersive reality activities in distance learning was COVID-19 confinement. During this, these technologies recreated the laboratory and its facilities’ learning through augmented reality (AR) and virtual reality (VR) experiences.Using these technologies in the classroom allows students to achieve a great learning experience and develop skills for postgraduate studies and professional futures.Furthermore, now that we have returned to our physical facilities and laboratories, we can accelerate the learning obtained at the training partners’ facilities, recreating processes and machinery through these immersive technologies and a hybrid experience for our students.The present research shows the activity learning design process and the statistical treatment of the data to provide continuous feedback during the activity; we examine the three transcendental variables in the educational process: the learning (academic rigor), the development of competencies, and the involvement or immersion of the students in the classroom.","PeriodicalId":445092,"journal":{"name":"2023 Future of Educational Innovation-Workshop Series Data in Action","volume":"52 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-01-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Augmented, Virtual and Immersive Reality as Learning Support in TEC21 Educational Model\",\"authors\":\"Carlos Alberto González Almaguer, Ángeles Carolina Aguirre Acosta, Alejandro Acuña López, Olaf Ramiro Román Jiménez, Carla Corona Cardoso, Claudia Zubieta Ramírez\",\"doi\":\"10.1109/IEEECONF56852.2023.10104699\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Virtual, augmented, and immersive reality opens a world of possibilities in education by allowing students to recreate authentic situations, such as operating machinery, assembling a product, or training tool handling, to mention a few. 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Augmented, Virtual and Immersive Reality as Learning Support in TEC21 Educational Model
Virtual, augmented, and immersive reality opens a world of possibilities in education by allowing students to recreate authentic situations, such as operating machinery, assembling a product, or training tool handling, to mention a few. In the TEC21 educational model, the core is the challenge: a project with a real-world challenge assigned by the training partner results in students offering solution proposals.The trigger that accelerated the development of virtual, augmented, and immersive reality activities in distance learning was COVID-19 confinement. During this, these technologies recreated the laboratory and its facilities’ learning through augmented reality (AR) and virtual reality (VR) experiences.Using these technologies in the classroom allows students to achieve a great learning experience and develop skills for postgraduate studies and professional futures.Furthermore, now that we have returned to our physical facilities and laboratories, we can accelerate the learning obtained at the training partners’ facilities, recreating processes and machinery through these immersive technologies and a hybrid experience for our students.The present research shows the activity learning design process and the statistical treatment of the data to provide continuous feedback during the activity; we examine the three transcendental variables in the educational process: the learning (academic rigor), the development of competencies, and the involvement or immersion of the students in the classroom.