5 research outputs found

    A perspective review on integrating VR/AR with haptics into STEM education for multi-sensory learning

    Get PDF
    As a result of several governments closing educational facilities in reaction to the COVID-19 pandemic in 2020, almost 80% of the world鈥檚 students were not in school for several weeks. Schools and universities are thus increasing their efforts to leverage educational resources and provide possibilities for remote learning. A variety of educational programs, platforms, and technologies are now accessible to support student learning; while these tools are important for society, they are primarily concerned with the dissemination of theoretical material. There is a lack of support for hands-on laboratory work and practical experience. This is particularly important for all disciplines related to science, technology, engineering, and mathematics (STEM), where labs and pedagogical assets must be continuously enhanced in order to provide effective study programs. In this study, we describe a unique perspective to achieving multi-sensory learning through the integration of virtual and augmented reality (VR/AR) with haptic wearables in STEM education. We address the implications of a novel viewpoint on established pedagogical notions. We want to encourage worldwide efforts to make fully immersive, open, and remote laboratory learning a reality.European Union through the Erasmus+ Program under Grant 2020-1-NO01-KA203-076540, project title Integrating virtual and AUGMENTED reality with WEARable technology into engineering EDUcation (AugmentedWearEdu), https://augmentedwearedu.uia.no/ [34] (accessed on 27 March 2022). This work was also supported by the Top Research Centre Mechatronics (TRCM), University of Agder (UiA), Norwa

    UAREI: A model for formal description and visual representation /software gamification

    No full text
    The paper presents the UAREI (User-Action-Rule-Entities-Interface) model for formal specification of software gamification, and the UAREI visual modelling language for graphical representation of game mechanics. A case of study in gamification of the Trogon project management system is presented. The proposed model and visual language is compared against the Machinations gamification framework using visual complexity metrics, game simulation and qualitative comparison

    UAREI: A model for formal description and visual representation /software gamification

    Get PDF
    The paper presents the UAREI (User-Action-Rule-Entities-Interface) model for formal specification of software gamification, and the UAREI visual modelling language for graphical representation of game mechanics. A case of study in gamification of the Trogon project management system is presented. The proposed model and visual language is compared against the Machinations gamification framework using visual complexity metrics, game simulation and qualitative comparison.El art铆culo presenta el modelo UAREI (Usuario-Acci贸n-Regla-Entidades-Interface) para la especificaci贸n formal de gamificacion software y el UAREI visual lenguaje de modelado para la representaci贸n gr谩fica de la mec谩nica del juego. Un estudio de caso en gamificacion del sistema de gesti贸n de proyectos Trogon se presenta. El modelo y visual lenguaje propuesto se compara con las maquinaciones marco gamificacion utilizando m茅tricas de complejidad visuales, juego de simulaci贸n y comparaci贸n cualitativa

    Technological aspects of the gamification model for e-learning participant鈥檚 engagement

    No full text
    Gamification has been a popular object of researches in various fields. Many researches were made on various aspects of gamification and just very few were oriented to the influence of technological aspects for e-learning participant鈥檚 engagement. The challenge for our designed model was to find out the new effective ways for the engagement of the students. This paper analysis the prevailing technological aspects and technologies used in e-learning process as well as implementation of various technological solutions in learning platforms. Also, this paper presents a new model of technological aspects of gamification, which was implemented at the Faculty of Informatics to engage students to get better results in learning programming
    corecore