IMMERSIVE EDUCATION The things we have to learn before we do them, we learn by doing them Aristotle...

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IMMERSIVE EDUCATION

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

Authors: Balan VenkatramaniMichael John SwiftBEXLEY COLLEGE

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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

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Classrooms

VICTORIAN MODERN

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Traditional Teaching Tools

ANCIENT MANUSCRIPT

S

BLACKBOARD, CHALK,CHARTS, MODELS,

SLATE

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Modern Teaching Tools

CD, DVD

INTER

AC

TIV

E B

OA

RD

S

PC, TABLET, PDA

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Spot the Difference?

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Short Term Memory Or

Working Memory

HUMAN MEMORY

Sensory Memoriesi. Iconic – visual ii. Echoic - auraliii. Haptic - touch

Long Term Memoryi. Episodic – Events & Experiencesii. Semantic – Structured record

Attention

Rehearsal

Depends on level of interest or need

‘Scratch-pad’

i. Huge Capacityii. Slow access timeiii. Slow loss

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Human Information Processing

Human Interaction = information input & output

Human input occurs through senses1. Sight2. Hearing3. Touch4. Taste 5. Smell Human output through motor control of the

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

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Teach Others 90%

Practice by Doing 75%

Group Discussion 50%

Demonstration 30%

Audio/Visual 20%

Reading 10%

Talk 5%

Average Retention

Rate

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Spot the Difference?

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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)

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EXPERIENTIAL LEARNING

Experiential Learning is the process of making

meaning from direct

experience

Experiential Learning is the process of making

meaning from direct

experience

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Welcome to the world of VIRTUAL REALITYVIRTUAL REALITY

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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

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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

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VR MODEL FOR EDUCATIONREAL

ENVIRONMENT

SOURCE KNOWLEDGE

METAPHORICAL PROJECTIONS

VIRTUAL REALITYSYSTEMS

INTERFACES

USERSSTUDENTS

DESIGNERS

TEACHERS

LEARNING MODULE

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

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THE KIT

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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

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THE NEED“Skills, Skills, Skills” ……..BBC on Leitch

ReportUK .. “on track to achieve undistinguished

mediocrity” , Leitch Report December 2006Technology 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

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THE NEED OF THE HOUR

MAKE VIRTUAL REALITY A

REALITY

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