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Published byFrancine Day Modified over 6 years ago
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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 Bill McCreary Vice President CIO/CTO University of Toledo
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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?
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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
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Gizmo #1 - 3D VIR on a “cube”
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Gizmo #2 - 3D Curved CAD Wall
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Gizmo #3 – MT Wall
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Gizmo #3 – more fun at the MT wall
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Gizmo #4 – MS HoloLens mixed reality
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Gizmo #5 – X-Box driving fun and edutainment
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Gizmo #5 - Xbox Controller driving APR
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Gizmo #6 – Web application w/2.5D visuals
Leaf Anatomy Cardiac Cycle iMold
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Gizmo #7 – Multi-platform delivery of Code Cart game - Web application, A/R w/Hololens or VR in theater
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Gizmo #8 – Web application sim game “Sales Leadership” has low visualization but high experiential complexity
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Simulation Game Studio – former junk room
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Simulation Game Studio Workplace
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Simulation Game Studio Workplace
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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
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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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