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2020

Virtual reality

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Full-Text Articles in Education

Considering Educators’ Perceptions Of Ethics And Safety In Virtual Learning Environments (Vles), Patricia B. Steele, Cheryl Burleigh, Elizabeth A. Young Dec 2020

Considering Educators’ Perceptions Of Ethics And Safety In Virtual Learning Environments (Vles), Patricia B. Steele, Cheryl Burleigh, Elizabeth A. Young

Journal of Educational Research and Practice

With the proliferation of students’ abilities to use technology, in particular virtual reality (VR) applications, teachers are experimenting with VR in virtual learning environments (VLE) to engage students; but clear ethics and safety guidelines are not available. Within the field of education additional research is needed to determine how VR is employed in VLEs. Additionally, what are the decision-making processes of educators for the VR programs chosen for classroom use based on ethics and student safety? Through qualitative inquiry, educators from K–12 and higher education shared their perceptions of ethics and safety concerns in VR applications for use in the …


Little Did We Know What We Are Preparing For: Virtual Interviews Before Covid-19, Alina Popa, Scott Kubomoto, Lorra Baldes Nov 2020

Little Did We Know What We Are Preparing For: Virtual Interviews Before Covid-19, Alina Popa, Scott Kubomoto, Lorra Baldes

HCA Healthcare Journal of Medicine

Current circumstances related to the COVID-19 pandemic require residency programs to conduct virtual interviews. We draw upon our experience with virtual interviews from fall 2019, prior to COVID-19, and propose a potential implementation process for virtual interviewing strategies. We also describe potential pitfalls and strategies to mitigate them.


Towards Sustainable Mixed Reality Technology Institutionalization At A Major Urban College In British Columbia, Canada, Brent Fraser Mekelburg Aug 2020

Towards Sustainable Mixed Reality Technology Institutionalization At A Major Urban College In British Columbia, Canada, Brent Fraser Mekelburg

The Dissertation in Practice at Western University

The organization at the centre of this Organizational Improvement Plan, College X, is a publicly funded college located in a major urban centre in British Columbia, Canada. The problem of practice is the inconsistent implementation for disruptive technology—mixed reality (MR). Currently, faculty are in charge of integrating MR into andragogy. Decisions that enable or hinder MR institutionalization are made by administration; faculty needs and administration support are not necessarily aligned. Failed institutionalization not only deprives learners of the opportunity to acquire digital literacy skills but also threatens institutional legitimacy. Within his role as a program leader, the author proposes a …


Interior Design Teaching Methodology During The Global Covid-19 Pandemic, Lina Ahmad, Marco Sosa, Karim Musfy Jul 2020

Interior Design Teaching Methodology During The Global Covid-19 Pandemic, Lina Ahmad, Marco Sosa, Karim Musfy

All Works

© 2020, Faculty of Engineering, Universitas Indonesia. All rights reserved. In March 2020, the World Health Organization officially announced the COVID-19 outbreak as a global Pandemic (WHO, 2020). During this time, the United Arab Emirates (UAE) introduced national preventative measures to slow the spread of the deadly virus by announcing the closure of schools and higher education institutions, and the commitment of online learning. Teaching faculty at the College of Arts and Creative Enterprises (CACE) at Zayed University were suddenly facing the challenge of teaching design through a distance learning approach. As educators of interior design, the authors were part …


Transmedia Storytelling, Immersive Storyworlds, And Virtual Reality, Trent Hergenrader Jul 2020

Transmedia Storytelling, Immersive Storyworlds, And Virtual Reality, Trent Hergenrader

Frameless

This paper considers the role of virtual reality (VR) experiences in major media franchises’ storyworlds, including Star Wars, the Marvel Universe, the DC Extended Universe, Game of Thrones, and Harry Potter. The paper opens with a brief description of transmedia storyworlds and the concept of narrative extensions, which are new stories that are added to existing narratives across a range of media. To distinguish different types of experiences, I use four categories to describe fifteen VR experiences across these five major: sneak peeks, short demos, action games, and narrative extensions. For each experience, I consider the types of user interactions …


Embedding Computer Simulation Based Classroom Activities To Enhance The Learning Experience For Manufacturing Systems, Tzu-Liang Bill Tseng, Md Fashiar Rahman, Richard Chiou, Ivan Arturo Renteria-Marquez, Aditya Akundi, Amit J. Lopes, Jeevarathinam Senthilkumar Jun 2020

Embedding Computer Simulation Based Classroom Activities To Enhance The Learning Experience For Manufacturing Systems, Tzu-Liang Bill Tseng, Md Fashiar Rahman, Richard Chiou, Ivan Arturo Renteria-Marquez, Aditya Akundi, Amit J. Lopes, Jeevarathinam Senthilkumar

Manufacturing & Industrial Engineering Faculty Publications and Presentations

In recent time, manufacturing environment are bracing higher end technologies to achieve high productivity, efficiency and effectiveness. Due to the adoption of the sophisticated technologies, the system is becoming very complex and stochastic. Moreover, the manufacturing system is interconnected among its different subsystems and components, which cannot be described only through the theoretical explanation. Here, computer simulation can be integrated to design and visualize the stochastic and complex system. This paper uses the advantage of simulation to describe a series classroom activity using SIMIO software, which are deployed in industrial systems simulation course in the University of Texas at El …


Changing Social Learning Theory Through Reliance On The Internet Of Things And Artificial Intelligence, Adam I. Attwood Jun 2020

Changing Social Learning Theory Through Reliance On The Internet Of Things And Artificial Intelligence, Adam I. Attwood

Journal of Sustainable Social Change

This paper examines the trend in the concept of the Internet of Things (IoT), Artificial Intelligence (AI), and related computer-mediated teaching and learning. Implications for social learning theory are examined based on the concept of “cyborg” education through a variety of scholarly and popular media sources with implications for schools and teacher educators. Recommendations for teacher education are posited as the topic of technological mediation between people continues to change in relation to how education will likely need to adapt to provide a prosocial environment through technological mediation, though the social learning itself operates in different ways.


Using Virtual Reality Equipment To Enhance Learning In Extension Youth Programming, Elizabeth Davis, Callie Ward, David Francis Apr 2020

Using Virtual Reality Equipment To Enhance Learning In Extension Youth Programming, Elizabeth Davis, Callie Ward, David Francis

Extension Research

This article provides information on how to use virtual reality equipment to increase participant engagement as well as suggestions for incorporating virtual reality activities into Extension youth programming. These are lessons learned through the use of virtual reality by Extension faculty. Virtual reality equipment can increase participant engagement and improve learning.


Integrating The 1st Person View And The 3rd Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh Ph.D., Myunghoon Oh Ph.D. Mar 2020

Integrating The 1st Person View And The 3rd Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh Ph.D., Myunghoon Oh Ph.D.

National Training Aircraft Symposium (NTAS)

Many virtual reality (VR)-based flight simulation programs provide pilots the enhanced reality from the 1st person-view to make themselves immersed in the cockpit. Using the VR simulations, pilots can take flight training in many challenging situations that are hard to create in real environments due to its natural entropy and safety concerns such as severe crosswind or engine fire. Mixed reality (MR) technology provides three-dimensional graphics so that users can effectively see all 360 degree-vertical and horizontal aspects of an object while they freely move around to see the graphics maintaining the consciousness of real space. Flight instructors may …


Preliminary Results Of A Study Investigating Aviation Students' Intentions To Use Virtual Reality For Flight Training, Stephanie G. Fussell Mar 2020

Preliminary Results Of A Study Investigating Aviation Students' Intentions To Use Virtual Reality For Flight Training, Stephanie G. Fussell

National Training Aircraft Symposium (NTAS)

Educators have incorporated technology into flight training for decades. These devices have increased in complexity since the Link trainers of the early 20th century, resulting in aviation training devices, full flight simulators and other technologies currently used in flight training programs. Acceptance has also increased since developers shifted the design of video games to incorporate educational aspects as is demonstrated by the popularity of computer based training. Recently, educators have developed more immersive simulation technologies for training purposes such as virtual, augmented, and mixed reality (VR, AR, MR). Leveraging these technologies can positively impact learner motivation and skill acquisition …


A Shift In Reality: Virtual And Augmented Systems In Higher And Medical Education, Brian Meyer Feb 2020

A Shift In Reality: Virtual And Augmented Systems In Higher And Medical Education, Brian Meyer

Current Issues in Emerging eLearning

Virtual and augmented technologies provide a seamless solution for merging traditional, theoretical learning with practical application in context. Unlike traditional teaching pedagogies, in which lessons are restricted in terms of the use of additional apparatus, pedagogies that involve the use of virtual and augmented reality technologies enable educators to build upon taught concepts to demonstrate the application of those concepts in practice, and allow educators to generate multiple atypical scenarios in order to build competence in practical fields of endeavour. In medical education, virtual and augmented reality tools provide an especially important opportunity for preparation before treating patients in actual …


Using Virtual Reality For Speech Rehearsals: An Innovative Instructor Approach To Enhance Student Public Speaking Efficacy, Brandi N. Frisby, Renee Kaufmann, Jessalyn I. Vallade, T. Kody Frey, Joe C. Martin Jan 2020

Using Virtual Reality For Speech Rehearsals: An Innovative Instructor Approach To Enhance Student Public Speaking Efficacy, Brandi N. Frisby, Renee Kaufmann, Jessalyn I. Vallade, T. Kody Frey, Joe C. Martin

Basic Communication Course Annual

Basic communication courses (BCCs) are evolving, and technology is a driver of this change. Guided by self-efficacy theory, this study examined the use of virtual reality speaking rehearsals as one technology that instructors can adopt to enhance students’ public speaking efficacy. Students (N = 32) in this study practiced their final informative speeches in virtual reality 360-degree videos. They perceived their efficacy was enhanced in five ways including preparedness, realism, self-awareness, feedback, and comfort level. Conversely, efficacy inhibitors included the lack of presentational aids, technology issues, and lack of audience realism. The results are used to provide practical advice …


Preliminary Results Of A Study Investigating Aviation Student’S Intentions To Use Virtual Reality For Flight Training, Stephanie G. Fussell, Dothang Truong Jan 2020

Preliminary Results Of A Study Investigating Aviation Student’S Intentions To Use Virtual Reality For Flight Training, Stephanie G. Fussell, Dothang Truong

International Journal of Aviation, Aeronautics, and Aerospace

Educators have incorporated technology into flight training for decades. These devices have increased in complexity since the Link trainers of the early 20th century, resulting in aviation training devices, full flight simulators, and other technologies currently used in flight training programs. Acceptance has also increased since developers shifted the design of video games to incorporate educational aspects as is demonstrated by the popularity of computer based training. Recently, educators have developed more immersive simulation technologies for training purposes such as virtual, augmented, and mixed reality (VR, AR, MR). Although immersive technologies such as VR are being implemented into aviation …