• Corpus ID: 113696207

The Augmented Library: Motivating STEM Students

@inproceedings{Hobbs2016TheAL,
  title={The Augmented Library: Motivating STEM Students},
  author={Dr Mike Hobbs and Debbie Holley and Chloe Menown},
  year={2016},
  url={https://api.semanticscholar.org/CorpusID:113696207}
}
This work is focused on encouraging students’ transition from their online ‘persona’ in multiple contexts to ‘becoming’ a student, and shows significant and enhanced engagement with the learning process, and higher coursework submission rates.

Tables from this paper

Full-immersion virtual reality for experiential education: An exploratory user experience analysis

The exploratory findings suggest that more research is warranted to more comprehensively examine VR technology’'s capacity to foster experiential education and locate VR’s place in the education landscape.

How Virtual Reality Is Changing the Future of Learning in K-12 and Beyond - Using Needs-Affordances-Features Perspective

This study finds that fully immersive VR educational features enable multiple affordances for Teacher Users, Student Users, and both that fulfill specific experiential needs for each group, and does address needs left unmet by traditional educational tools and underfunded institutions.

Zero-Programming Augmented Reality Authoring Tools for Educators: Status and Recommendations

This paper looks at the current options for augmented reality authoring tools in education, with a focus on what features have yet to be implemented in order to expand the possibilities of augmented reality in education.

Integrating spherical video-based virtual reality into elementary school students’ scientific inquiry instruction: effects on their problem-solving performance

Results show that integrating SVVR into exploratory scientific practice instructions has a significant effect on students’ learning outcomes and problem-solving abilities and reveals that the integration of SVVR has different influences on students with different learning attitudes.

The opinions and attitudes of students – future IT teachers – on the use of VR and AR in teaching

The research showed that even though a majority of students have positive opinions and expectations of these technologies, such as immersive learning and pupils’ motivation, only a few of them feel competent enough to use them in classroom.

Fun, experience or education? Learning efficiency - virtual reality lesson vs traditional lesson

It was found that VR hinders the acquisition of knowledge by tech enthusiasts, who perceive it primarily in the play paradigm, however, it encourages the learning of technology sceptics, who quickly discover a passion for exploring the virtual world.

Exploring the Utilization of Augmented Reality in Higher Education Perceptions of Media and Communication Students

The study sheds light on the potential for integrating AR more formally into curricula, which could foster a more engaging and immersive educational experience, and highlights the need to address barriers such as lack of technical support and possible discomfort with technology.

Virtual Technologies Trends in Education

Virtual reality captures people’s attention. This technology has been applied in many sectors such as medicine, industry, education, video games, or tourism. Perhaps its biggest area of interest has

THE FUTURE OF VIRTUAL REALITY IN EDUCATION: HISTORY, TRENDS AND TECHNOLOGIES

Changing the dynamics of formal education will be possible with improved accessibility to virtual technologies and teaching in the physical classroom with the aid of virtual environments: Virtual Laboratory, field trips among others.

A Virtual World Environment for Group Work

It is found that a virtual world environment can enable autonomous, differentiated learning through the use of suitably structured tasks, and postulate that an individual’s depth of engagement with the environment may be linked to the learning style.

Drawing Information in the Classroom.

Information lies at the center of information studies, the information professions, and information education. Yet there are few agreed upon pedagogical strategies for engaging students in our

Augmented Reality: An Overview and Five Directions for AR in Education

An overview of AR is offered, recent AR developments are examined, the impact of AR on society is explored, and the implications of AR for learning and education are evaluated.

Time for a change: new approaches for a new generation of library users

The paper identifies aspects of new library interfaces that attempt to satisfy the needs of today's information seekers and describes a new approach for creating a user experience layer for library collections.

User-generated content

Turner seeks to provide a ‘reality check’ for the ‘digital optimism’ that unduly reifies participatory culture and a persuasive counterpoint to ‘activist advocacy, geeky enthusiasm and industry spin’.

Threshold concepts and troublesome knowledge (2): Epistemological considerations and a conceptual framework for teaching and learning

The present study builds on earlier work by Meyer and Land (2003) which introduced the generative notion of threshold concepts within (and across) disciplines, in the sense of transforming the