вторник, 5 мая 2020 г.

Emerging Technologies and Innovation Digital Learning Program

Question: Discuss about theEmerging Technologies and Innovationfor Digital Learning Program. Answer: Introduction: A virtual learning environment is the environment which is based on web based platform usually implemented for digital learning program implemented in the educational schools and institutions. The focus of virtual learning environment is to make compatible the participants in the groups, utilization of resources, roles, cohorts, interaction of activities, and others within the structure of the course. In the virtual reality environment student can actively participate in the learning environment with experiments (Lujan, 2011). It also gives emphasis on different stages utilized in the assessment of working activities, development of report on the basis of participation, and integration with the different units of the institutions. The two major modules of virtual learning environment are authorization and designing environment (Resnik, 2015). The virtual reality learning system influences the teaching process to the high extent. Problem In Current Education System: The problems which are discovered in the current educational system are the societal factors which includes racism, poor structure, poverty, and others, inefficient in providing facilities for learning tactics, issues related to curriculum, process of accreditation which emphasise that the school should run like a family, inefficient training given to the teachers, problem of corruption in education system, and many others (Bresler, 2010). Importance of Solving these Problems: The education is the medium by which the individual is able to acquire skills and knowledge. The positive influence can be seen when the education come in the life of an individual. The awareness and expansion of vision can be seen. The life becomes more disciplined. The respect can be gained by the individual in all conditions. Earning opportunities can be opened to the individual. These all changes together bring the changes in the nation and helps to make a developing nation into developed nation. The unemployment can be eradicated from the country. The trade and commerce in the country can be improved. Purpose and Aim: The aim of this paper is to focus on the virtual reality and self-evaluation techniques in education what are the uses, and how efficient they will work in compatible with current education system. The goal of this project is to provide 3D virtual environment in the education system. The purpose of implementing the virtual reality and self-evaluation techniques in the education system are as follows: Virtual learning environment provides a new way and methods to support visualization. It focuses on visual representation of drawing. It plays the role of alternative method for presentation. The accuracy can be achieved in illustrating the features and processes of the object. The student can achieves motivation by the implementation of virtual reality in their learning environment. The social environment can be achieved by doing collaboration virtual worlds and text inputs. The learner can gain experience of reality in their regular curriculum of educational schedule. The student can actively participate in the learning environment with experiments. Expected Outcomes and Deliverables: The outcome of the virtual reality learning program is that the student can access those equipment and tools which are highly expensive and costly in reality. Multiple views and representation can be seen of the particular object. Virtual reality is the new paradigm for facilitating observation. Flexibility of repeating the process multiple times can be achieved (Buhalis, 2012). Graphics, audio, and videos can be seen by the implementation of virtual learning program in reality. Multi-language facility is also provided in the virtual environment. The student can actively participate in the learning environment with experiments (Brown, 2010). The virtual reality programs are efficient in making the abstract more concrete and visible to the real world (Reddy, 2014). Deliverables can be explained of some example given in the table: S no. Subject Examples Applicability 1. Geography Virtual Globe Visualization of geological sites Data related to satellite and space Good 2. Physics Relativistic effects can be simulated Simulation of Kinematics Study of dynamics Good 3. Astronomy Motion of the planets Virtual planetarium Good 4. Biology Visualization of the medical science Study of virtual microscope Virtual dissection Good 5. Chemistry Simulation of molecular science Good 6. History Ancient cities visualization Simulation of wars in the form of games Good 7. Geometry Construction of building in 3d environment Good 8. Analysis Visualization of the functions Good 9. Architecture Walkthrough, virtual models, Construction and planning Good 10. Economics Economic system can be simulated by making use of collaborative games Mediocre 11. Language No direct use Poor 12. Symbolic Maths No direct use Poor 13. Literature No direct use Poor Methodology: The methodology which is used for converting the current education system with the virtual reality learning environment can be achieved by the implementation of following methodologies which are summarised in the table below: S. no. Category of the framework Issues Measurement 1 Technical framework Usability Time should be given to learn the interface Comprehension of the instruction The environment should be physically and emotionally comfortable 2 Orientation framework Navigation Orientation of the spatial environment Immersion and the presence Feedback Time required for immersion Environment should be comfortable 3 Affective Engagement Preference Confidence Length of engagement Time to reach fatigue Reported and perceived enjoyment 4 Cognitive Conceptual changes Development of the new skills Performance within and outside the environment Think aloud and stimulated record technique Oral and written surveys Video documentation 5 Pedagogical General content Techniques for specific teaching Collaboration of techniques Comparison of techniques Acceptance of Avatar 6 Collaborative virtual reality The value can be added to the Collaboration of virtual reality with the instruction and learning programs Comparison of instruction and learning programs Outside collaboration with the virtual reality environment Work Breakdown Structure: Evaluation of the Learning Environment: The quality of learning capability of the student can be evaluated on the basis of two modules which are categorised as motivation of learning in the student and the satisfaction which their presence revels about the learning material available on the virtual environment. It has been observed that various teaching methods, setting of education according to the age of the student, and others helps in avoiding monotony in the student which in turn helps in bringing the motivation and satisfaction in the student. The achievement of the student reveals the performance and the impact of virtual reality in the education system. Design of evaluation can be described with the help of diagram below: Research Duration: The research on the virtual reality and self-evaluation in the education system is completed in 90 days. The research has set to work on 1 Sep, 2016 and completed on the 30 Nov, 2016. Conclusion: From the research, we have concluded that virtual reality learning system influence the teaching process to the high extent. The achievement of the student reveals the performance and the impact of virtual reality in the education system. Virtual learning environment provides a new way and methods to support visualization. It focuses on visual representation of drawing. It plays the role of alternative method for presentation. The student can actively participate in the learning environment with experiments. The accuracy can be achieved in illustrating the features and processes of the object. The virtual reality programs are efficient in making the abstract more concrete and visible to the real world. References: Lujan, G. (2011).Reason to use virtual reality in education(1st ed.). Retrieved from https://earthlab.uoi.gr/theste/index.php/theste/article/viewFile/22/17 Resnik, D. (2015).On the usability and likeability of virtual games for education.(1st ed.). Retrieved from https://www.unipi.gr/faculty/mvirvou/ComputersEducation_VirvouKatsionis_Revised.pdf Bresler, L. (2010).Issues in the design and evaluation of virtual reality learning environment(1st ed.). Retrieved from https://www.evl.uic.edu/documents/mariaroussou_thesis.pdf Buhalis, A. (2012).The benefits of virtual reality in education(1st ed.). Retrieved from https://gupea.ub.gu.se/bitstream/2077/39977/1/gupea_2077_39977_1.pdf Reddy, K. (2010).Virtual reality in the classroom(1st ed.). Retrieved from https://lib.dr.iastate.edu/cgi/viewcontent.cgi?article=2775context=rtdsei- evaluation%20education%20research%20paper%20pdf%22 Brown, N. (2014).Teaching in virtual reality concepts and evaluation (1st ed.). Retrieved from https://www.evaluieren.de/infos/veroeff/002.pdf

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