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Virtual reality and augmented reality for education: panel

Published: 28 November 2016 Publication 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.
[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.
[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.

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  1. Virtual reality and augmented reality for education: panel

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    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
    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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    Author Tags

    1. augmented reality
    2. education
    3. virtual reality

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    SA '16
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    SA '16: SIGGRAPH Asia 2016
    December 5 - 8, 2016
    Macau

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    Overall Acceptance Rate 178 of 869 submissions, 20%

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    Cited By

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    • (2023)Leveraging Robotics to Enhance Accessibility and Engagement in Mathematics Education for Vision-Impaired Students2023 5th International Congress on Human-Computer Interaction, Optimization and Robotic Applications (HORA)10.1109/HORA58378.2023.10156748(1-6)Online publication date: 8-Jun-2023
    • (2022)A Framework to Integrate Virtual Reality in Teacher Education Institutions: A Case of the Mancosa iTEACHlab2022 International Conference on Artificial Intelligence, Big Data, Computing and Data Communication Systems (icABCD)10.1109/icABCD54961.2022.9856019(1-7)Online publication date: 4-Aug-2022
    • (2022)Interactive multi-sensory and volumetric content integration for music education applicationsMultimedia Tools and Applications10.1007/s11042-022-12314-382:4(4847-4862)Online publication date: 19-Feb-2022
    • (2021)Don’t forget to assess: How teachers check for new and deeper learning when integrating virtual reality in the classroomJournal of Research on Technology in Education10.1080/15391523.2021.195008355:2(210-229)Online publication date: 9-Aug-2021
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    • (2018)Learning How to Play a Guitar with the HoloLens: A Case Study2018 XLIV Latin American Computer Conference (CLEI)10.1109/CLEI.2018.00078(606-611)Online publication date: Oct-2018

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