Virtual and/or Agumented Reality Proposal
The following blog explores the uses of Virtual Reality for the advancment of Education. The benefits of this type of learning can be effectively incorporated in differentitiated instructions as the varied learning modailities are considered in the teaching and learning process. Since the augmentaion and evolution of artificial intelligence (AI), there have been innovative and novel ways to accentuate the teaching and learning environment and so Virtual Reality is one such medium. Through Virtual Reality, indivduals are able to ascertain information through real world experiences (Stelter & Kim, 2023).
Virtual Reality in Education
Augmented Reality/Virtual Reality Proposal Summary
Virtual learning represents a significant shift in education, driven by advancements in technology and artificial intelligence (AI). Virtual Reality (VR) enhances teaching and learning environments (Akgun & Atici, 2022) making education more engaging and accessible. The initial proposal emphasizes the establishment of a computer laboratory equipped with necessary technology, including Z-space computers, to support Science Education.
Key virtual learning tools such as Z-space technology, Gizmo, and Discovery Education are highlighted for their benefits. Z-space requires specialized glasses and computers for immersive experiences, while Gizmo and Discovery Education can be utilized with standard software on regular computers, making them adaptable for various classroom settings.
The proposal argues that VR can significantly reduce costs associated with scientific equipment and resources, enabling students to conduct hands-on experiments safely and efficiently. By minimizing the need for physical tools, VR also reduces the risk of laboratory incidents. Despite challenges in implementing specialized software and keeping up with technological advancements, the potential of VR to enhance critical thinking and boost student motivation is substantial. Overall, VR is positioned as a transformative medium in education, fostering cognitive and psychomotor skills while enriching student engagement.
About the Author
Debbielyn Worgs-Dixon is
graduate of the American College of Education
with a Masters Degree in Literacy. Debbielyn enjoys writing
as she specializes in ELA.
Reference
Akgun, M., Atici, B. (2022). The effects of immersive virtual reality environments on students' academic achievement: A meta-analytical and meta-thematic study.
Participatory Educational Research. 9(3), 111-131. https://discovery.ebsco.com/ linkprocessor/plink?id =2574595a-5520-3350-b667-93ec796248bf
Stelter, A. K., Kim, E. (2023). Looking through the virtual glasses: Exploring student experience with augmented reality in human
anatomy courses. Journal of the California Dental Hygienists' Association. 41(2), 12-19. https://discovery.ebsco.com/linkprocessor/plink?id=e28944cd-
Comments
Post a Comment