26,261 research outputs found
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Role of Virtual Reality in Geography and Science Fieldwork Education
Fieldwork has a long tradition in geography, and in certain sciences, notably geology, biology and environmental sciences. Fieldwork involves leaving the classroom and engaging in learning and teaching through first-hand experience of phenomena in outdoor settings. Exploration in natural habitats introduces students to the complexity and unpredictability of the real world, stimulates their curiosity, and increases their interest in scientific inquiry. However, over the last decade, there has been a decline in field-study opportunities in schools.
This policy paper describes the first extensive user-centered research programme into the role of technology-enabled virtual field trips as a means for improving the effectiveness of the outdoor fieldwork experience. It draws on a year-long research project that investigated how Google Expeditions, a smartphone-driven mobile virtual reality application, bridges virtual fieldwork with physical field trips and facilitates inquiry-based fieldwork and experiential learning. It examines the role of Google Expeditions in primary and secondary school science and geography, outlining the opportunities and challenges of integrating mobile virtual reality in schools and the practical implications of our research for fieldwork education in further and higher education
Biological fieldwork provision in higher education
Fieldwork is regarded as an important component of many bioscience degree programmes. QAA benchmarks statements refer explicitly to the importance of fieldwork, although give no indication of amounts of field provision expected. Previous research has highlighted the importance of fieldwork to the learning of both subject-specific and transferable skills. However, it is unclear how the amount and type of fieldwork currently offered is being affected by the recent expansion in student numbers and current funding constraints. Here we review contemporary literature and report on the results of a questionnaire completed by bioscience tutors across 33 UK institutions. The results suggest, perhaps contrary to anecdotal evidence, that the amount of fieldwork being undertaken by students is not in decline and that on the whole, programmes contain reasonable amounts of fieldwork. The majority of programmes involved UK-based fieldwork, but a number of programmes also offered ‘exotic’ overseas fieldwork which was considered important in terms of student recruitment as well as exposing students to a diversity of field learning environments. Tutors were very clear about the benefits of fieldwork and the need to be proactive to maintain its provision
The effect of real and virtual construction field trips on students’ perception and career aspiration
To adequately prepare students for engineering practices, it is imperative that institutions adopt innovative methods of teaching, learning, and assessment. One such approach is the use of real field trips (RFT) to construction sites, which can enhance students’ perceptions of related careers. Although virtual field trips (VFTs) have emerged as a viable alternative—or supplement—to traditional field trips, little is known about their potential to provide the same or similar career exploration advantages. Using responses from a self-reported questionnaire administered to university students who participated in an RFT, this study sought to examine the usefulness of site visits in developing essential skills required for civil engineers. It also examines student perceptions on the use of VFTs as part of their university experience and the extent to which it could replace RFTs. The results indicate that students consider VFT as an enjoyable way to learn, given the possibilities facilitated by the new technology. However, notwithstanding its success, the students commonly opined that VFT was not a substitute for a RFT. From a holistic perspective, the issue is not whether VFTs can replace traditional field trips or not; it is rather the focus on identifying an integrated approach that combines lectures, and virtual and real field trips in a manner that supports a social constructivism mode of learning. Ultimately, this combination will enable students to effectively construct multiple links between lectures given in a hall and the real world outside
Learning outcomes, learning support, and cohort cohesion on a virtual field trip: an analysis of student and staff perceptions
The rise seen in the use of the virtual field trip in 2020 and 2021 due to the global COVID-19 pandemic was unprecedented. 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 terms of learning outcomes, the effectiveness of the 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 the 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; the use of printed workbooks; and limitations to interaction, support, and cohort cohesion. Our results show that, although negative perceptions (as evidenced by questionnaire responses) are dominant, with 71 % of the 27 pre-course respondents and 88 % of the 21 post-course respondents commenting on these aspects across both student and staff cohorts, 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 both pre- and post-course (at 14 %). Printed workbooks, staff-to-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 also identify positive elements, including the breadth of learning outcomes, particularly regarding data synthesis and analysis. We suggest ways to learn from these findings in order to design virtual field trips that deliver effectively in blended learning environments for the benefit of all.</p
A review of the benefits and drawbacks to virtual field guides in today’s Geoscience higher education environment
Virtual Field Guides are a way for educators to tackle the growing issue of funding pressures in areas of higher education, such as geography. Virtual Field Guides are however underutilised and can offer students a different way of learning. Virtual Field Guides have many benefits to students, such as being more inclusive, building student skills and confidence in a controlled environment pre fieldtrip and can increase engagement in the topic studied. There are also benefits to the educator, such as reduced cost, more efficient students on fieldwork tasks and the ability to tailor and update their field guides to suit their needs. However there are drawbacks in the challenge of creation and their outcome as educational standalone tools. This paper reviews the literature around the benefits and draw backs to the creation and incorporation of virtual field guides in geoscience education. © 2017, The Author(s)
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A 3D virtual geology field trip in Unity
As a part of The OpenScience Laboratory, (http://www.open.ac.uk/openscience/), an initiative of The Open University (OU), UK and The Wolfson Foundation, we (OU and Daden http://www.daden.co.uk) are developing a 3D simulation of a Geology field trip based around Skiddaw in the Lake District, using the Unity 3D software. We are using digital data and imagery to reconstruct the landscape faithfully enough to provide a real sense of presence for the user. The primary objective of developing an authentic 3D interactive simulation has been to provide an immersive experience to the users through sense of space. The virtual embodiment in the form of avatars and the multi-user environment will help give a sense of co-presence and provide opportunities for collaborative learning. The interactions and the learning activities within the 3D environment are designed to mirror the experience of a real field trip. During the presentation at the conference, we plan to address: comparison of the 3D experience with 2D virtual field trips; the role that a 3D virtual geology field trip can play in terms of preparation and reflection before and after a real field trip; and whether and how a 3D simulation helps in gaining geological fieldwork skills and the limitations of 3D virtual geology field trips
Oceanography Professional Development in Virginia Via Collaboration, Field Integration, and Inquiry
Seventy-nine in-service teachers completed one of six sections of a grant-funded, graduate-level, summer course entitled, Oceanography, that was offered at four different locations in Virginia between 2005 and 2007. The majority of the teachers enrolled with the objective of obtaining their add-on earth science endorsement through the Virginia Earth Science Collaborative (VESC). Oceanography was designed to integrate the following: 1) the ocean science disciplines of geology, chemistry, physics, and biology; 2) inquiry-based learning strategies, quantitative activities, and technology; and, 3) Virginia Institute of Marine Science (VIMS) field experience with classroom experiences. These design themes were informed by ocean science content standards and science education best practices, and supported the goal that, upon completion of the course, teachers would be confident and competent in their abilities to teach oceanography concepts to grades 6-12 [1-3]. Learning outcomes, instructor feedback, and participant feedback suggest that the VESC’s Oceanography can serve as an instructional model for teacher professional development in oceanography. A collaborative instructional framework (marine educators, master teacher, and university faculty), small class size, and end-of-course field synthesis projects are additional elements that contributed to positive learning outcomes in course sections. The primary challenge in the course was the compressed, two-week time frame of face-to-face instruction
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3D virtual geology field trips
As a part of The OpenScience Laboratory, (http://www.open.ac.uk/blogs/openscience/), an initiative of The Open University (OU) and The Wolfson Foundation, we are developing a 3D simulation of a Geology field trip based around Skiddaw in the Lake District, using the Unity 3D software (http://unity3d.com/). We are using digital data and imagery to reconstruct the landscape faithfully enough to provide a real sense of presence for the user. The application will be based around a 10km x 10km low/medium detail model of the terrain and LiDAR data around Skiddaw, with overlaid aerial photography, and including walls, trees, buildings etc. The Skiddaw field trip in the Lake District is an integral part of Earth science teaching at the OU; students carry out a real field trip and can also learn about it through DVD activities.
The primary objective of developing an authentic 3D interactive simulation has been to provide an immersive experience to the users through sense of space. The virtual embodiment in the form of avatars and the multi-user environment will help give a sense of co-presence and provide opportunities for collaborative learning. The interactions and the learning activities within the 3D environment are designed to mirror the experience of a real field trip.
We now have an operational 3D virtual geology trip (April 2013). In our research, we are addressing the following: comparison of the 3D experience with 2D virtual field trips; the role that a 3D virtual geology field trip can play in terms of preparation and reflection before and after a real field trip; and whether and how a 3D simulation helps in gaining geological fieldwork skills and what are the limitations of 3D virtual geology field trips
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STEM education with Unity 3D
As a part of The Open University's OpenScience Laboratory, we are developing a 3D simulation of a Geology field trip based around Skiddaw in the Lake District, using the Unity software (http://unity3d.com/) and in collaboration with Daden (http://www.daden.co.uk/). During this session, we will give a demonstration of this 3D virtual geology field trip and discuss our rationale of developing a 3D simulation of a geology field trip. We will discuss the technological challenges of developing this application in Unity 3D. We will outline the opportunities that Unity 3D offers in developing 3D educational environments
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