Posts

Showing posts with the label virtual reality

Games Help Make Learning Fun

Playful design, the blending of serious educational games (SEGs) with immersive technologies such as virtual and augmented reality, is becoming the next big thing in higher education. Playful design works because people like to play games and games make learning fun, according to David Chandross, professor of education, Ryerson University, Toronto, ON, Canada. “Serious games work by practicing skills and tracking achievement, but also by giving learning an addictive quality,” he wrote in an article for The Conversation . “The ‘one more move’ thinking that keeps video gamers up all night is harnessed for learning.” Chandross noted peer-reviewed studies show SEGs encourage students to use what they learn while playing, engage them better than most lectures, and reward learners for their achievements.  It’s a form of active learning   that helps students succeed . “We learn a lot when we love what we are learning,” Chandross said. “It’s a basic trademark of achievement in higher ...

Users Retain Info Better from Virtual Study

People recall information better after viewing it in an immersive virtual environment than they do when using a desktop display, according to recent research conducted at the University of Maryland, College Park. Volunteers first studied printouts of two 21-image sets of famous faces, such as Napoleon, Gandhi, Mickey Mouse, George Washington, and Marilyn Monroe. They were then shown one set of faces placed throughout one of two “memory palaces,” either an ornate palace or a medieval townscape. After five minutes to navigate and study the memory palace and then a two-minute break, the subjects re-entered the memory palace, where the faces had been replaced by numbers, and were asked to recall which faces had been in which positions. Half of the participants viewed the scene first using a virtual-reality (VR) head-mounted display (HMD) and then a desktop computer display with mouse-based interaction; the other half used the desktop first and then the HMD. “The users that used the HMD fir...

Prevent a Virtual Divide Before It Happens

As new technologies enter the learning landscape, educators need to ensure their introduction doesn’t create a “digital divide 2.0,” wrote Emory Craig, director of e-learning and instructional technologies, College of New Rochelle, New Rochelle, NY, in a piece for EdTech: Focus on Higher Education . Virtual (VR) and augmented reality (AR) are already beginning to offer virtual labs and field trips, interactive storytelling, and immersive world-building experiences. However, the cost of some VR headsets and the computers capable of supporting them can be quite high. Lower-cost systems so far tend to confirm the truism that you get what you pay for. While Google Cardboard offers an easy-to-use, affordable option, its visual experience is poorer and interactivity is limited by the lack of a hand controller. Newer, standalone VR headsets that don’t require a smartphone or external computer may prove to be workable solutions. Facebook, which has a stated goal of getting a billion people usi...

Google for Education Tests DIY VR

At the end of January, Google for Education unveiled a beta program that will allow instructors and students to craft their own immersive virtual-reality (VR) experiences using a Google app and a 360-degree camera. Many classrooms already employ the Google Expeditions teaching tool to explore the world and outer space virtually via mobile devices and VR viewers. However, a “create your own” experience was the feature most requested by students and educators. The beta will allow participants to upload 360-degree images to the Google app and then annotate them with videos, two-dimensional images, and descriptive text to enhance the experience. Ease of use is designed into the program. “If you know how to type, you’re good to go,” Jennifer Holland, lead program manager for Google Expeditions and G Suite for Education, told Education Week . For schools that don’t have their own 360-degree cameras, Google will loan them devices for the duration of the beta.

New Tech Lets Users Tap Out Messages

Image
A new wearable gadget makes it possible for users to compose, edit, and send messages, texts, and emails by simply tapping their fingers . Tap is a one-handed device made up of five interconnected rings that converts any surface into a keyboard and works with smartphones, smartwatches, tablets, computers, or virtual-reality headsets. It takes users about an hour to learn the basics through the TapGenius mobile app, according to manufacturer Tap Systems . It works with most Bluetooth-enabled devices and is usable for eight hours on a single charge. “Tapping your fingers is much faster, more precise, and more rich in combinations than any gesture system that has ever been developed,” said Ran Poliakin, co-founder and chief marketing officer of Tap Systems. 

24/7 Access to Profoundly Change Ed Model

“The digitization of society is inevitable,” physicist, futurist, and author Michio Kaku said in his opening  keynote address at the 2017 Educause Annual Conference this week in Philadelphia, PA. He foresees a future in which digital connection will be so ubiquitous that it will vanish from our awareness, just as we take electricity for granted today. “We won’t use the word ‘computer’ anymore,” said the professor of theoretical physics at the City College of New York and CUNY Graduate Center. “We don’t say the word ‘electricity’ anymore, and yet electricity is everywhere and nowhere. That is the fate of the computer.” Advances in virtual and augmented reality will blur distinctions between the physical and digital worlds. “In the future, you will blink and be online,” Kaku predicted. Humans will be able to essentially live and work at will in a cyber-environment. That shift will drive fundamental changes to education at all levels. Kaku said such instant, seamless access to informa...

Faculty Envision EdTech’s Future Reality

  More than 80% of respondents in Campus Technology ’s second annual Teaching with Technology Survey of higher-ed faculty said that virtual-, augmented-, and mixed-reality technologies will have the most impact on education over the next decade, ahead of video, adaptive learning, and even mobile devices. That impact is already being felt. A report  on the online higher-ed market by technology research and advisory firm Technavio noted that the growing popularity of augmented and virtual reality is spilling over into online education, with instructors incorporating these emerging visual technologies to boost the interactivity of the online learning experience. Of course, awareness and enthusiasm may play out differently. In the Campus Technology survey, faculty ranked mobile devices and apps No. 2 on their list of the top 10 technologies for the next 10 years, but also listed mobile devices in second place in their tally of tech they wish they didn’t have...