What is this project’s purpose, and is the technology that’s being used helping to achieve and enhance that purpose?
Why is technology being used the way it is? Is it still effective?
Is there a better way to accomplish this that we weren’t previously aware of or that we didn’t previously have access to?
iPads have come a long way since our initial investment in interactive whiteboards.
Is there a better way to accomplish this that we weren’t previously aware of or that we didn’t previously have access to? iPads have come a long way since our initial investment in interactive whiteboards. Perhaps they can offer us a purposeful and innovative solution that wasn’t previously available.
Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educational Technology Research and Development, 66(5), 1141–1164. https://doi.org/10.1007/s11423-018-9581-2
an affective path in which immersion predicted presence and positive emotions, and a cognitive path in which immersion fostered a positive cognitive value of the task in line with the control value theory of achievement emotions.
business analyses and reports (e.g., Belini et al.2016; Greenlight and Roadtovr 2016), predict that virtual reality (VR) could be the biggest future computing platform of all time.
better understanding of the utility and impact of VR when it is applied in an educational context.
several different VR systems exist, including cave automatic virtual envi-ronment (CAVE), head mounted displays (HMD) and desktop VR. CAVE is a projection-based VR system with display-screen faces surrounding the user (Cruz-Neira et al.1992). As the user moves around within the bounds of the CAVE, the correct perspective and stereo projections of the VE are displayed on the screens. The user wears 3D glasses insidethe CAVE to see 3D structures created by the CAVE, thus allowing for a very lifelikeexperience. HMD usually consist of a pair of head mounted goggles with two LCD screens portraying the VE by obtaining the user ́s head orientation and position from a tracking system (Sousa Santos et al. 2008). HMD may present the same image to both eyes (monoscopic), or two separate images (stereoscopic) making depth perception possible. Like the CAVE, HMD offers a very realistic and lifelike experience by allowing the user to be completely surrounded by the VE. As opposed to CAVE and HMD, desktop VR does not allow the user to be surrounded by the VE. Instead desktop VR enables the user to interact with a VE displayed on a computer monitor using keyboard, mouse, joystick or touch screen (Lee and Wong 2014; Lee et al. 2010).
the use of simulations results in at least as good or better cognitive outcomes and attitudes toward learning than do more traditional teaching methods (Bayraktar2000; Rutten et al. 2012; Smetana and Bell2012; Vogel et al.2006). However, a recent report concludes that there are still many questions that need to be answered regarding the value of simulations in education (Natioan Research Council2011). In the past, virtual learning simulations were primarily accessed through desktop VR. With the increased use of immersive VR it is now possible to obtain a much higher level of immersion in the virtual world, which enhances many virtual experiences (Blascovich and Bailenson2011).
an understanding of how to harness the emotional appeal of e-learning tools is a central issue for learning and instruction, since research shows that initial situ-ational interest can be a first step in promoting learning several educational theories that describe the affective, emotional, and motivational factors that play a role in multimedia learning which are relevant for understanding the role of immersion in VR learning environments.
the cognitive-affective theory of learning with media (Moreno and Mayer2007),
and
the integrated cognitive affective model of learning with multimedia (ICALM; Plass and Kaplan2016)
Presence, intrinsic motivation, enjoyment, and control and active learning are the affective factors used in this study. defintions
The sample consisted of 104 students (39 females and 65 males; average age=23.8 years) from a large European university.
immersive VR (Samsung Gear VR with Samsung Galaxy S6) and the desktop VR version of a virtual laboratory simulation (on a standard computer). The participants were randomly assigned to two groups: the first used the immersive VR followed by the desktop VR version, and the second used the two platforms in the opposite sequence.
The VR learning simulation used in this experiment was developed by the company Labster and designed to facilitate learning within the field of biology at a university level. The VR simulation was based on a realistic murder case in which the participants were required to investigate a crime scene, collect blood samples and perform DNA analysis in a high-tech laboratory in order to identify and implicate the murderer
we conclude that the emotional value of the immersive VR version of the learning simulation is significantly greater than the desktop VR version. This is a major empirical contribution of this study.
The vast majority of emergent virtual and hybrid learning models appear to be “stuck at substitution”—that is, they seek to recreate or translate the brick-and-mortar school experience into the cloud without stopping to ask which aspects of those models may not truly serve students in the time of COVID-19 or beyond.
When we say “stuck at substitution,” some readers may recognize the SAMR model of education technology integration. The SAMR framework describes four different levels of technology use, from Substitution to Augmentation, Modification and Redefinition (SAMR). At its most basic level, education technology can be used to simply substitute: to replace traditional methods of teaching and learning with ones that are digitally mediated, but are still based on the same basic structure and pedagogy.
edtech can be used for augmentation, to bring some other affordance or benefit to the teaching and learning experience—for example, when that worksheet becomes a shared Google Doc that allows for collaboration and increased critical thinking.
Redefinition means thinking beyond existing paradigms and schedules that are built for an on-campus experience. It is the opportunity to imagine entirely new ways of teaching and learning—for example, attendance policies that emphasize engagement versus seat time, blended learning models that leverage technology for anywhere, anytime learning, and instructional design that allows increased student choice and participation.
Anyone in here teach instructional design that can recommend a textbook that teaches ADDIE or SAM but is inclusive and has an emphasis on instruction being culturally responsive or culturally sustaining?
The ADDIE model of instructional design is probably the most well-known approach for crafting learning solutions. ADDIE stands for Analyze, Design, Development, Implement, and Evaluate. But ADDIE isn’t the only game in town these days. One popular alternative to ADDIE is SAM, which stands for Successive Approximation Model.
Created by Allen Interactions, SAM offers an instructional design approach consisting of repeated small steps, or iterations, that are intended to address some of the most common instructional design pain points, like meeting timelines, staying on budget, and collaborating with Subject Matter Experts
Unified Theory of Acceptance and Use of Technology (UTAUT)
and Technology Acceptances Model (TAM)
Bracq, M et al (2019). Learning procedural skills with a virtual reality simulator: An acceptability study. Nurse Education Today, 79, 153–160. https://doi.org/10.1016/j.nedt.2019.05.026
it will help you visualize better the issues discussed in the article, if you haven’t visited the CAVE lab with Mark Gill yet.
What is the difference between the CAVE, Oculust Quest (the black goggles from the Jan 21 lab) and Google Cardboard? Please let me know, if you would like to discuss.
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During the Jan 28 lecture, you discussed numerous methods, frameworks and theories. This blog has plenty of materials regarding those topics. You scroll up to the search box in the upper right corner and search using the following key words:
Learning innovation, as conceptualized as an interdisciplinary field, attempts to claim a space at the intersection of design, technology, learning science and analytics — all in the unique context of higher education.
A professional community of practice differs from that of an interdisciplinary academic network. Professional communities of practice are connected through shared professional goals. Where best practices and shared experiences form the basis of membership in professional associations, academic networks are situated within marketplaces for ideas. Academic networks run on the generation of new ideas and scholarly exchange. These two network models are different.
“Learning Experience Design™ is a synthesis of Instructional Design, educational pedagogy, neuroscience, social sciences, design thinking, and User Experience Design.”