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.
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- 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 ScholarDigital Library
- 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 ScholarDigital Library
Index Terms
- Virtual reality and augmented reality for education: panel
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