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.
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18 Citations
Full-immersion virtual reality for experiential education: An exploratory user experience analysis
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Education, Computer Science
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
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Education, Computer Science
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
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Computer Science, Education
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Integrating spherical video-based virtual reality into elementary school students’ scientific inquiry instruction: effects on their problem-solving performance
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Education, Computer Science
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
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Education, Computer Science
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
- 2024
Education, Computer Science
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
- 2023
Education, Computer Science
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
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Education, Computer Science
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
- 2019
Education, Computer Science
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.
Effects of virtual presence and learning outcome using low-end virtual reality systems
- 2019
Education, Computer Science
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