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Pedagogical Strategies for Classroom-based Mixed Reality (MR) Technology Curriculum

Published: 26 September 2019 Publication History

Abstract

As Mixed Reality (MR) technologies continue to become more prevalent, it is important to design and prototype user-centered systems that integrate the kinds of interface and interaction components that are most effective for consumers to use. Integration of these concepts into the topics we currently teach is critical to the career trajectory of our students. In this article, we discuss pedagogical strategies for how to transform IT education, including design thinking-based approaches, that have shown useful to the rapid design, prototyping, and integration of MR technologies and concepts into classroom-based curriculum. Lessons learned from the formal introduction of these concepts into the curriculum at Brigham Young University (BYU) during a longitudinal 12-month period and the creation of a new MR Lab on campus will also be discussed.

References

[1]
H.-L. Chi, S.-C. Kang, and X. Wang, "Research trends and opportunities of augmented reality applications in architecture, engineering, and construction," Autom. Constr., vol. 33, pp. 116--122, Aug. 2013.
[2]
F. Zhou, H. B.-L. Duh, and M. Billinghurst, "Trends in Augmented Reality Tracking, Interaction and Display: A Review of Ten Years of ISMAR," in Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality, Washington, DC, USA, 2008, pp. 193--202.
[3]
R. Azuma, Y. Baillot, R. Behringer, S. Feiner, S. Julier, and B. MacIntyre, "Recent advances in augmented reality," IEEE Comput. Graph. Appl., vol. 21, no. 6, pp. 34--47, Nov. 2001.

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  • (2024)Embracing Tradition Through Technology: The Mixed Reality Calligraphy Studying Environment2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00152(711-712)Online publication date: 16-Mar-2024

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cover image ACM Conferences
SIGITE '19: Proceedings of the 20th Annual SIG Conference on Information Technology Education
September 2019
206 pages
ISBN:9781450369213
DOI:10.1145/3349266
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: 26 September 2019

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Author Tags

  1. design thinking
  2. education
  3. information technology
  4. mixed reality
  5. pedagogy
  6. teaching strategies

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SIGITE '19
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SIGITE '19 Paper Acceptance Rate 23 of 57 submissions, 40%;
Overall Acceptance Rate 176 of 429 submissions, 41%

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  • (2024)Embracing Tradition Through Technology: The Mixed Reality Calligraphy Studying Environment2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00152(711-712)Online publication date: 16-Mar-2024

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