82 research outputs found

    The Effectiveness of a Program Based on Electronic Interactive Activities in Developing the Tourism Awareness of Kindergarten Children

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    This study aimed to reveal the effectiveness of a program based on electronic interactive activities in developing the tourism awareness of kindergarten children. To achieve the objectives of the study, the descriptive approach and the quasi-experimental approach were used, on a random sample of (62) boys and girls from the kindergarten stage, they were divided into (32) children for the experimental sample and (30) children for the control sample, all from the Eastern Province in the Kingdom of Saudi Arabia. The researchers designed several tools that included a list of the most important concepts of tourism awareness appropriate for a kindergarten child, prepared a program based on electronic interactive activities, and presented it to the children to develop tourism awareness concepts. An electronic scale was used to measure tourism awareness in children in the study sample before and after the application of the program. After validating the psychometric properties of the tools, the pre-test for tourism awareness was performed, then the program was applied to the experimental sample, and finally the post-test was performed. Data was statistically analyzed using the SPSS program to calculate the significance of the differences between the mean scores of the experimental sample and the control sample (T -test) and measuring the effectiveness of the program by calculating Plaque’s Gain Ratio. The results showed the effectiveness of the program based on electronic interactive activities in developing tourism awareness in kindergarten children .Considering the results of the study, the researchers recommend expanding the integration of electronic interactive programs into the kindergarten curricula to develop the kindergarten child’s tourism awareness and prepare them for the future

    Augmented Reality For Education

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    Reimagining our future engagement with learners through an augmented reality (AR) lens offers a range of possibilities, on a continuum from rigid materials, created with generic learning outcomes, to learner-centred, personalised and emancipatory practice. Educational paradigms are shifting to include alternatives to physical classrooms and the controlled virtual learning spaces that support traditional content delivery. Augmented reality is part of a broader mixed reality where varying degrees of virtual enhancement to the real world can be integrated into traditional delivery practice but also allow learning spaces to be explored more imaginatively and collaboratively. For educators, there are significant challenges to utilise the potential of technology to meet the increasing demands of students, institutions, industry and the expectations of society. By carefully scaffolding educators into reframing their curricula to encourage, inspire and motivate a diverse student body, technology can act as a mediator – a proxy for what Vygotsky termed the ‘more capable peer’ (Cook 2010). AR applications in education, training, marketing, medicine and other industries demonstrate both the capability of the technology and the need for designers to be aware of the possibilities. Karakus et al (2019), in their bibliometric study of augmented reality in education, identify the work by Wu et al (2013) as the most influential across the sector. This paper suggests that AR not only bridges virtual and real worlds but alsocreates an enhanced reality through a creative process. They argue that the educational values of AR are not solely based on the use of technologies but are closely related to how AR is designed, implemented and integrated into formal and informal learning settings. The recent McKinsey report (Bughin et al, 2018) modelled skills shifts in automation and artificial intelligence going forward to 2020 and found a sharp acceleration in demand for these technologies that will transform the workplace, as humans work with ever smarter machines. Transferring technology for educational use, re-use and re-purpose are key emergent themes in research as employers demand ever more technology enabled graduates, with high-level cognitive skills

    Cardiopulmonary resuscitation training for high school students using an immersive 360-degree virtual reality environment

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    Cardiopulmonary resuscitation (CPR) is a lifesaving emergency procedure. To increase survival rates, it is recommended to increase the number of high school students who know how to perform CPR. We have developed an immersive “Virtual Reality (VR) Resuscitation Training” to train the theoretical knowledge of CPR in which trainees must save the life of the patient in a virtual environment. This paper presents a randomized controlled study with a pre-posttest design to explore whether a VR enhanced curriculum improves high school students’ theoretical CPR knowledge. Forty students without previous CPR experience in the past year were randomly assigned to either the VR group or the standard group. The VR group had a significant higher increase of correct answers in comparison with the Standard group. More importantly, the gain in score on taking the correct sequence of CPR steps was significant favouring the VR-enhanced protocol over the Standard protocol. Therefore, the use of a VR training for CPR training appears to be an effective learning method for non-medical students and may be of great value skilling high school students in becoming adequate CPR providers
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