https://www.thearshow.com/
Justin Barad, MD, is the CEO and founder of Osso VR, a fully immersive, and scientifically validated, surgical training platform.
Prior to starting Osso VR, Justin became a board-eligible orthopedic surgeon with a Bioengineering degree from UC Berkeley, and an MD (medical doctorate) from UCLA, where he graduated first in his class. He completed his residency at UCLA and his fellowship in pediatric orthopedics at Harvard and Boston Children’s Hospital.
His experiences as a medical student and practicing surgeon opened his eyes to the many challenges faced by surgeons striving to provide the best care in the face of expanding medical understanding, technology, and complexity. For example, after 14 years of education, nearly a third of graduating residents cannot operate without supervision.
These insights, combined with a conviction to solve the problem, led him to co-found Osso VR.
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778
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2.2. Learning paradigms
An understanding of the existing learning paradigms is essential for performing an analysis of the current state of VR applications in higher education. Thus, we introduce the main ideas behind the existing learning paradigms. Literature distinguishes between behaviorism, cognitivism, and constructivism (Schunk, 2012). Other scholars also include experiential learning (Kolb & Kolb, 2012) to this list and, recently, connectivism has been introduced as a new learning paradigm (Kathleen Dunaway, 2011; Siemens, 2014). Each learning paradigm has developed various theories about educational goals and outcomes (Schunk, 2012). Each of these theories also offers a different perspective on the learning goals, motivational process, learning performance, transfer of knowledge process, the role of emotions, and implications for the teaching methods.
Behaviorism assumes that knowledge is a repertoire of behavioral responses to environmental stimuli (Shuell, 1986; Skinner, 1989). Thus, learning is considered to be a passive absorption of a predefined body of knowledge by the learner. According to this paradigm, learning requires repetition and learning motivation is extrinsic, involving positive and negative reinforcement. The teacher serves as a role model who transfers the correct behavioral response.
Cognitivism understands the acquisition of knowledge systems as actively constructed by learners based on pre-existing prior knowledge structures. Hence, the proponents of cognitivism view learning as an active, constructive, and goal-oriented process, which involves active assimilation and accommodation of new information to an existing body of knowledge. The learning motivation is intrinsic and learners should be capable of defining their own goals and motivating themselves to learn. Learning is supported by providing an environment that encourages discovery and assimilation or accommodation of knowledge (Shuell, 1986),RN23. Cognitivism views learning as more complex cognitive processes such as thinking, problem-solving, verbal information, concept formation, and information processing. It addresses the issues of how information is received, organized, stored, and retrieved by the mind. Knowledge acquisition is a mental activity consisting of internal coding and structuring by the learner. Digital media, including VR-based learning can strengthen cognitivist learning design (Dede, 2008). Cognitive strategies such as schematic organization, analogical reasoning, and algorithmic problem solving will fit learning tasks requiring an increased level of processing, e.g. classifications, rule or procedural executions (Ertmer & Newby, 1993) and be supported by digital media (Dede, 2008).
Constructivism posits that learning is an active, constructive process. Learners serve as information constructors who actively construct their subjective representations and comprehensions of reality. New information is linked to the prior knowledge of each learner and, thus, mental representations are subjective (Fosnot, 2013; Fosnot & Perry, 1996). Therefore, constructivists argue that the instructional learning design has to provide macro and micro support to assist the learners in constructing their knowledge and engaging them for meaningful learning. The macro support tools include related cases, information resources, cognitive tools, conversation, and collaboration tools, and social or contextual support. A micro strategy makes use of multimedia and principles such as the spatial contiguity principle, coherence principle, modality principle, and redundancy principle to strengthen the learning process. VR-based learning fits the constructivist learning design (Lee & Wong, 2008; Sharma, Agada, & Ruffin, 2013). Constructivist strategies such as situated learning, cognitive apprenticeships, and social negotiation are appropriate for learning tasks demanding high levels of processing, for instance, heuristic problem solving, personal selection, and monitoring of cognitive strategies (Ertmer & Newby, 1993).
Experientialism describes learning as following a cycle of experiential stages, from concrete experience, observation and reflection, and abstract conceptualization to testing concepts in new situations. Experientialism adopts the constructivist’s point of view to some extent—e.g., that learning should be drawn from a learner’s personal experience. The teacher takes on the role of a facilitator to motivate learners to address the various stages of the learning cycle (Kolb & Kolb, 2012).
Connectivism takes into account the digital-age by assuming that people process information by forming connections. This newly introduced paradigm suggests that people do not stop learning after completing their formal education. They continue to search for and gain knowledge outside of traditional education channels, such as job skills, networking, experience, and access to information, by making use of new technology tools (Siemens, 2014).
Virtual Reality & Innovation
https://www.icrc.org/en/what-we-do/virtual-reality
mounting research suggests that gaming in immersive virtual environments can directly affect and impact regions of the brain responsible for memory, spatial orientation, information organizations, and fine motor skills.
the ICRC officially established its Virtual Reality Unit (VRU) to delve further into computer-generated environments as a way to educate, communicate and advocate respect for IHL.
By 2017, the VRU had amassed a library of virtual environments for FAS’ IHL training sessions but there was a desire within the VRU, as well as in FAS and ICRC’s Learning & Development, to develop more advanced VR opportunities for a wider audience.
A 2018 report researched global financial investment in XR and a 2019 meta-analysis consolidated global academic findings that used VR to measure behaviour.
December 2019 … the production of an XR Quick Start Guide in April 2020 which introduces ICRC staff to lessons learned and best practices for initiative development.
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more on gaming in this IMS blog
https://blog.stcloudstate.edu/ims?s=gaming
and immersive learning
https://blog.stcloudstate.edu/ims?s=immersive+learning
FCC Chairman Ajit Pai will step down on January 20 from r/technology
https://www.cnbc.com/2020/11/30/fcc-chairman-ajit-pai-will-step-down-on-january-20.html
In 2017, Pai voted with his fellow Republican commissioners to remove rules that prohibited internet providers from blocking or slowing traffic to particular sites and offering higher speed “lanes” at higher prices. Many major internet providers have not yet taken advantage of that rule change, however.
Net neutrality advocates cheered Pai’s departure online.
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more on netneutrality in this IMS blog
https://blog.stcloudstate.edu/ims?s=netneutrality