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Virtual reality and augmented reality for education: panel

Published:28 November 2016Publication History

ABSTRACT

Since the last few decades, virtual reality (VR) and augmented-reality (AR) interfaces have shown the potential to enhance teaching and learning, by combining physical and virtual worlds and leveraging the advantages of both [Yannier et al. 2015]. Educators from different countries have been experimenting this technology in their education systems. In 2007, Hougang Elementary school in Singapore applied an AR prototype in a typical primary (11 years-old) class to facilitate the learning of seed germination and plant growth, and indicated significant engagement and motivation encouraged by the use of the technology [Pang et al. 2007].

More recently, the advanced development of the VR devices has make VR an affordable and suitable interface for educations in different levels, including primary schools, secondary schools, colleges, and universities. In particular, virtual sandbox environment [min 2015], as defined as the VR environments that allow users to freely move through a virtual world, choose how/when to approach objectives, and create domain-specific mods, serve as a good candidate for teachers to design VR-based teaching and learning environment, and for students to explore the new knowledge freely.

Motivated by the rapid development of AR and VR, this panel invites representatives from Hong Kong, Australia, and UK. The discussion will focus on the application of AR and VR technologies in different levels of education.

References

  1. 2015. Minecraft. http://www.minecraft.net.Google ScholarGoogle Scholar
  2. PANG, A. L.-H.,PHUA, J. Y.-C., WU, W. T., SURIYANI, R., BINMOHD NOOR, M. Y., AND PAN, A. 2007. Exploratory study on the use of mixed reality for primary science learning. In Proc. of the 2007 Conference on Supporting Learning Flow Through Integrative Technologies, IOS Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. YANNIER, N., KOEDINGER, K. R., AND HUDSON, S. E. 2015. Learning from mixed-reality games: Is shaking a tablet as effective as physical observation? In Proc. of CHI'15, ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  1. Virtual reality and augmented reality for education: panel

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    • Published in

      cover image ACM Conferences
      SA '16: SIGGRAPH ASIA 2016 Symposium on Education: Talks
      November 2016
      19 pages
      ISBN:9781450345453
      DOI:10.1145/2993363
      • Conference Chairs:
      • Miho Aoki,
      • Zhigeng Pan

      Copyright © 2016 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 28 November 2016

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      Acceptance Rates

      Overall Acceptance Rate178of869submissions,20%

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