40,488 research outputs found

    The use of Virtual Reality in Enhancing Interdisciplinary Research and Education

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    Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile technologies is opening a new world of opportunities that can transform the ways in which we learn and engage with others. This paper reports our study regarding the application of VR in stimulating interdisciplinary communication. It investigates the promises of VR in interdisciplinary education and research. The main contributions of this study are (i) literature review of theories of learning underlying the justification of the use of VR systems in education, (ii) taxonomy of the various types and implementations of VR systems and their application in supporting education and research (iii) evaluation of educational applications of VR from a broad range of disciplines, (iv) investigation of how the learning process and learning outcomes are affected by VR systems, and (v) comparative analysis of VR and traditional methods of teaching in terms of quality of learning. This study seeks to inspire and inform interdisciplinary researchers and learners about the ways in which VR might support them and also VR software developers to push the limits of their craft.Comment: 6 Page

    Pedagogic approaches to using technology for learning: literature review

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    This literature review is intended to address and support teaching qualifications and CPD through identifying new and emerging pedagogies; "determining what constitutes effective use of technology in teaching and learning; looking at new developments in teacher training qualifications to ensure that they are at the cutting edge of learning theory and classroom practice and making suggestions as to how teachers can continually update their skills." - Page 4

    A Holistic Framework for Effective Engineering Leadership Development Using 3D Virtual World Simulation

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    Problems associated with the limited success of traditional engineering leadership development are the absence of embedded real-life industry case studies in leadership development and incorrect applications of leadership strategies in the various contexts. Though recommended programs for enhancing leadership development exist, they lack an examined framework, especially when it comes to leadership development of undergraduate engineering students. In this research effort, the impact of a framework using 3D virtual world simulation and the 4-D Leadership System to enhance the leadership abilities of undergraduate engineering students at the individual and team levels based on industrial leadership case studies was investigated. The 3D virtual world simulation was used to provide experiential learning by replacing human beings with avatars that could be managed or dramatized by real people. This framework was examined and validated by a randomized pretest-posttest control group design. Paired and two-sample t-tests revealed a significant development in the average team leadership skills of the experimental group, but no significant change occurred in the control group teams. There was a reduction in the mean of individuals\u27 tests which indicated there was a small enhancement in an individual\u27s leadership skills; however, the change was small and not statistically significant. Also, the administration of the 3D virtual world leadership simulation on the undergraduate engineering students had a significant effect on a team\u27s average leadership skills. There was a small, but insignificant effect of the 3D virtual world simulation for individuals. The findings of the study supported simulation as having potential to strengthen the leadership development of undergraduate engineering students, thereby preparing them to meet industry\u27s demands for engineering leadership

    Information systems for interactive learning: Design perspective

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    This paper aims to present and discuss educational issues and relevant research to universities and colleges in the Arabian Gulf Region. This include cultural, students’ learning preferences and the use of information and communication technology. It particularly focuses on interactive learning through the consideration of learning styles. It explores the sequential-global learning styles profile of undergraduate students as part of a continuous research in Information Systems design with a particular focus on the design of Interactive Learning Systems (ILSs). A study to examine the learning style profile of undergraduate students in a cohort of Management Information Systems at a UAE university has been conducted, and a discussion and recommendations on how these findings can be reflected on the design of ILSs are provided

    Reviews

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    Researching into Teaching Methods in Colleges and Universities by Clinton Bennett, Lorraine Foreman‐Peck and Chris Higgins, London: Kogan Page, 1996. ISBN: 0–7494–1768–4, 136 (+ vii) pages, paperback. £14.99

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    The impact of ICT in schools: Landscape review

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    Effects of Desktop Virtual Reality on Learner Performance and Confidence in Environment Mastery: Opening a Line of Inquiry

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    Virtual reality (VR) has demonstrated effectiveness as an instructional technology in many technical fields. However, VR research has generally lacked a sound theory base to provide explanatory or predictive strength. Further, research into the effectiveness of new desktop technologies that place VR within the reach of schools and teachers is currently embryonic. The study reported here is a pilot and is highly exploratory. It is a first step in developing a theory-based line of inquiry into desktop VR as an instructional technology with potential for Career and Technical Education. Grounded in several theory and research strands, this study compared the effects of presenting a complex scene via desktop VR and a set of still photographic images. The two treatments were given to groups drawn from the general population with equal representation by both genders and two age groups. Two performance measures and a confidence measure were analyzed using 2-way ANOVAs. Statistically significant main effects for treatment were found for all three measures, all in favor of the VR treatment. These findings were consistent with predictions based on the study’s theory base. Several main effects for age and gender, and trends for interactions of age and gender with treatment, were also identified that may provide impetus for further research
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