21,832 research outputs found
From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming
Traditional approaches to distance learning and the student learning journey have focused on closing the gap between the experience of off-campus students and their on-campus peers. While many initiatives have sought to embed a sense of community, create virtual learning environments and even build collaborative spaces for team-based assessment and presentations, they are limited by technological innovation in terms of the types of learning styles they support and develop. Mainstream gaming development – such as with the Xbox Kinect and Nintendo Wii – have a strong element of kinaesthetic learning from early attempts to simulate impact, recoil, velocity and other environmental factors to the more sophisticated movement-based games which create a sense of almost total immersion and allow untethered (in a technical sense) interaction with the games’ objects, characters and other players. Likewise, gamification of learning has become a critical focus for the engagement of learners and its commercialisation, especially through products such as the Wii Fit.
As this technology matures, there are strong opportunities for universities to utilise gaming consoles to embed levels of kinaesthetic learning into the student experience – a learning style which has been largely neglected in the distance education sector. This paper will explore the potential impact of these technologies, to broadly imagine the possibilities for future innovation in higher education
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Learning about Chinese-speaking cultures at a distance
This chapter focuses on the challenges posed by curriculum choices and pedagogical frameworks to the study of Languages of the Wider World in the UK. These languages reflect complex linguistic and cultural realities that do not fit into the traditional constraints of language education, which raises questions about the extent to which we can address the global and local dimensions of the target languages and cultures. I examine in particular the case of Chinese – a language family with multiple varieties and spoken by many communities in Asia and other parts of the globe – in the context of distance education. Issues surrounding language learning at a distance are discussed, as well as the role that teachers and technology play in supporting the development of language learners’ cultural awareness. While teachers can, in a face-to-face situation, exploit, expand and discuss cultural information, this possibility is very limited in distance learning. We will see how, at present, technology has taken on a major role in both formal and informal education, facilitating contact between learners and between learners and teachers (however distant they might be). For example, the Open University’s beginners’ Chinese course discussed here makes use of online forums to enable cultural interaction; initial examinations of these forums reveal the students to be diverse and mobile, and they also give us a sense of their cultural stances, and of the shapes of the beliefs, values and attitudes supported by their individual cultural backgrounds
A virtual coaching environment for improving golf swing technique
As a proficient golf swing is a key element of success in golf, many golfers make significant effort improving their stroke mechanics. In order to help enhance golfing performance, it is important to identify the performance determining factors within the full golf swing. In addition, explicit instructions on specific features in stroke technique requiring alterations must be imparted to the player in an unambiguous and intuitive manner. However, these two objectives are difficult to achieve due to the subjective nature of traditional coaching techniques and the predominantly implicit knowledge players have of their movements. In this work, we have developed a set of visualisation and analysis tools for use in a virtual golf coaching environment. In this virtual coaching studio, the analysis tools allow for specific areas require improvement in a player's 3D stroke dynamics to be isolated. An interactive 3D virtual coaching environment then allows detailed and unambiguous coaching information to be visually imparted back to the player via the use of two virtual human avatars; the first mimics the movements performed by the player; the second takes the role of a virtual coach, performing ideal stroke movement dynamics. The potential of the coaching tool is highlighted in its use by sports science researchers in the evaluation of competing approaches for calculating the X-Factor, a significant performance determining factor for hitting distance in a golf swing
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Accessibility of 3D Game Environments for People with Aphasia: An Exploratory Study
People with aphasia experience difficulties with all aspects of language and this can mean that their access to technology is substantially reduced. We report a study undertaken to investigate the issues that confront people with aphasia when interacting with technology, specifically 3D game environments. Five people with aphasia were observed and interviewed in twelve workshop sessions. We report the key themes that emerged from the study, such as the importance of direct mappings between users’ interactions and actions in a virtual environment. The results of the study provide some insight into the challenges, but also the opportunities, these mainstream technologies offer to people with aphasia. We discuss how these technologies could be more supportive and inclusive for people with language and communication difficulties
Reducing latency when using Virtual Reality for teaching in sport
Latency is a frequently cited shortcoming of Virtual Reality (VR) applications. To compensate for excessive latency, prediction mechanisms may use sophisticated mathematical algorithms, which may not be appropriate for complex virtual teaching applications. This paper suggests that heuristic prediction algorithms could be used to develop more effective and general systems for VR educational applications. A fast synchronization squash simulation illustrates where heuristic prediction can be used to deal with latency problems
Second Life: the seventh face of the library?
Viewpoint/Discussion Paper
Purpose
This paper gives a brief introduction to Second Life, an outline of how one academic librarian has got involved with using it and reviews the issues that have arisen from a library perspective.
Approach
It offers a reflection on whether library activities in Second Life are different to library services in the real world and suggests that Second Life is just another ‘face’ of the library.
Findings
Second Life is still in the very early stages of development. There are various barriers and challenges to overcome before it can be used widely within universities. However, this paper shows it does provide an opportunity to experiment and explore what information resources are required in this environment and how librarianship and librarians need to evolve to cater for users in a three dimensional world.
Originality/value
This paper is based on personal experience and offers as many questions as answers
Stampede April 1, 2020
Students navigate the challenges, and even advantages, of distance education WMU still serving students\u27 Faculty stepping up to support transition to distance education Counseling Services helping students cope with pandemic-related anxiety, stress Invisible Need Project changes, broadens some services in response to pandemic Sew worth it- Broncos use skills to craft masks for hospital workers Jazz student takes composing experience to new level, livestreaming process online How to keep your body healthy during COVID-19 Six ways to fight boredom during isolation Sindecuse Health Center is open with some change
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