IMMERSIVE EDUCATION

yardbellAI and Robotics

Nov 14, 2013 (3 years and 6 months ago)

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IMMERSIVE EDUCATION

The things we have to learn before we do them, we learn by doing them


Aristotle


Authors:


Balan Venkatramani

Michael John Swift

BEXLEY COLLEGE

2

Definitions


Education:
….

is the application of
pedagogy
, a body of theoretical and applied
research relating to teaching and learning.


Teaching
:

activities

that impart knowledge
or skill



Learning:

the
cognitive

process of acquiring
skill or knowledge



Pedagogy
:

the
principles

and
methods

of
instruction

3

Classrooms

VICTORIAN

MODERN

4

Traditional Teaching Tools

ANCIENT
MANUSCRIPTS

BLACKBOARD,
CHALK,CHARTS,
MODELS, SLATE

5

Modern Teaching Tools

CD, DVD

INTERACTIVE BOARDS

PC, TABLET, PDA

6

Spot the Difference?

7

Short Term Memory

Or

Working Memory

HUMAN MEMORY

Sensory Memories

i.
Iconic


visual

ii.
Echoic
-

aural

iii.
Haptic
-

touch

Long Term Memory

i.
Episodic



Events & Experiences

ii.
Semantic



Structured record


Attention

Rehearsal

Depends on level of
interest or need

‘Scratch
-
pad’

i.
Huge Capacity

ii.
Slow access time

iii.
Slow loss

8

Human Information Processing


Human Interaction = information input &
output


Human
input

occurs through senses

1.
Sight

2.
Hearing

3.
Touch

4.
Taste

5.
Smell



Human
output

through motor control of the
effectors

i.e. limbs, fingers, eyes, head and
vocal system etc

9

Average
Retention Rate

10

Spot the Difference?

11

MONTESSORI METHOD


…..
education is
not

what the teacher gives


…..
spontaneously

carried out by the human
individual


….. acquired not by listening to words but
by
experiences

upon the environment



….. will have the
clarity of vision

to direct
and
shape the future

of human society



MARIA MONTESSORI, MD(1870
-
1952)

12

EXPERIENTIAL LEARNING


Experiential Learning


is the process of making
meaning from direct

experience

13

Welcome to the world of


VIRTUAL REALITY

14


Virtual Reality:

a
hypothetical three
-
dimensional visual world

created by a
computer



VR

encapsulates

all previous media, like:
books, slides, pictures, audio, video and
multimedia


Typical contribution:

‘immersion effect’

DEFINITION

15


The most profound technologies are those that

‘disappear’


Machines that

fit

the human environment …..


…..
weave

themselves into the fabric of
everyday life


…..
permeates our physical environment and
hence

invisibility

UBIQUITOUS TECHNOLOGY

16

VR MODEL FOR EDUCATION

REAL


ENVIRONMENT

SOURCE

KNOWLEDGE

METAPHORICAL

PROJECTIONS

VIRTUAL


REALITY

SYSTEMS

INTERFACES

USERS

STUDENTS

DESIGNERS

TEACHERS

LEARNING

MODULE

Source: Design of Virtual Reality Systems for Education: A cognitive Approach; Alvaro Sanchez et al

17

THE KIT

18

THE TWO SIDES

GOOD SIDE


Perhaps the only ICT technology
that will
CREATE

more
employment



Works of a
standard

PC platform


Permits continuous monitoring and
recording


Enables all levels and types of
learners to work at their own speed
and comprehension


Learn as You Go

FLIP SIDE


Expensive


Quality of Graphics


Slight but perceptible time lag


Kit needs refinement


Long term effect on human eye


unknown


Psychological effects of time in
Cyberspace


Complaints of chronic fatigue, lack
of initiative, drowsiness, irritability
and nausea


Importantly Health & Safety issues



19

THE NEED


“Skills, Skills, Skills”

……..BBC on Leitch
Report


UK ..

“on track to achieve undistinguished
mediocrity”
,
Leitch Report December 2006


Technology driven customer demand



pda,
laptop,mobile computing, internet, Wi
-
Fi,
interactive gaming…..


Provide the customer with what they want and
not with what we have


Reinvent the
excitement

of learning

20

THE NEED OF THE HOUR

MAKE


VIRTUAL REALITY A



REALITY