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“A New Pedagogical Domain: Application of Extended Reality and Other Gizmos to Educate Today’s Students” Education Elevated Conference – Kent State University.

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Presentation on theme: "“A New Pedagogical Domain: Application of Extended Reality and Other Gizmos to Educate Today’s Students” Education Elevated Conference – Kent State University."— Presentation transcript:

1 “A New Pedagogical Domain: Application of Extended Reality and Other Gizmos to Educate Today’s Students” Education Elevated Conference – Kent State University Bill McCreary Vice President CIO/CTO University of Toledo

2 The Challenge in Today’s Universities
More academically diverse students – at arrival Trend of many new learning styles – especially visual Reading books = novelty (“i m digitul”) Learning by “doing” – project based learning Disciplined critical thinking styles not developed Language and communication variability – “du u spk txt” Team and collaboration skill variability Tech savvy = really?

3 What Extended Reality? What Reality? Visualization
Virtual Augmented/Mixed Reality Visualization Acuity Depth Experiential Complexity Gizmos that take us there – and content distribution Distribution points Usage points

4 Gizmo #1 - 3D VIR on a “cube”

5 Gizmo #2 - 3D Curved CAD Wall

6 Gizmo #3 – MT Wall

7 Gizmo #3 – more fun at the MT wall

8 Gizmo #4 – MS HoloLens mixed reality

9 Gizmo #5 – X-Box driving fun and edutainment

10 Gizmo #5 - Xbox Controller driving APR

11 Gizmo #6 – Web application w/2.5D visuals
Leaf Anatomy Cardiac Cycle iMold

12 Gizmo #7 – Multi-platform delivery of Code Cart game - Web application, A/R w/Hololens or VR in theater

13 Gizmo #8 – Web application sim game “Sales Leadership” has low visualization but high experiential complexity

14 Simulation Game Studio – former junk room

15 Simulation Game Studio Workplace

16 Simulation Game Studio Workplace

17 Where can these technologies apply?
Where high visualization experience can increase learning Where high experiential complexity can increase learning Medicine/healthcare – anatomy, medical simulation Natural science – chemistry, physics, astronomy, biology, geology Engineering – Bio, EE, ChemE, design Business – every area Education Commercial – simulation and gamification

18 Efficacy of these gizmos as a teaching artifact
Research is mixed – not many true experiments Open research questions around these XR Gizmos being used as pedagogical instruments Do XR gizmos positively impact learning? If “A”is true, do XR gizmos have a more positive impact on learning in specific academic disciplines? If “B” is true, do XR gizmos have a more positive impact on learning in specific segments of specific disciplines? If “A” is true, do XR gizmos have a more positive impact on learning in a specific academic discipline for a specific type of learner?


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