immersive education the things we have to learn before we do them, we learn by doing them aristotle...
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IMMERSIVE EDUCATION
The things we have to learn before we do them, we learn by doing them Aristotle
Authors: Balan VenkatramaniMichael John SwiftBEXLEY COLLEGE
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Definitions
Education: …. is the application of pedagogy, a body of theoretical and applied research relating to teaching and learning.
Teaching: activities that impart knowledge or skill
Learning: the cognitive process of acquiring skill or knowledge
Pedagogy: the principles and methods of instruction
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Classrooms
VICTORIAN MODERN
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Traditional Teaching Tools
ANCIENT MANUSCRIPT
S
BLACKBOARD, CHALK,CHARTS, MODELS,
SLATE
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Modern Teaching Tools
CD, DVD
INTER
AC
TIV
E B
OA
RD
S
PC, TABLET, PDA
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Spot the Difference?
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Short Term Memory Or
Working Memory
HUMAN MEMORY
Sensory Memoriesi. Iconic – visual ii. Echoic - auraliii. Haptic - touch
Long Term Memoryi. Episodic – Events & Experiencesii. Semantic – Structured record
Attention
Rehearsal
Depends on level of interest or need
‘Scratch-pad’
i. Huge Capacityii. Slow access timeiii. Slow loss
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Human Information Processing
Human Interaction = information input & output
Human input occurs through senses1. Sight2. Hearing3. Touch4. Taste 5. Smell Human output through motor control of the
effectors i.e. limbs, fingers, eyes, head and vocal system etc
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Teach Others 90%
Practice by Doing 75%
Group Discussion 50%
Demonstration 30%
Audio/Visual 20%
Reading 10%
Talk 5%
Average Retention
Rate
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Spot the Difference?
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MONTESSORI METHOD….. education is not what the teacher gives ….. spontaneously carried out by the human
individual….. acquired not by listening to words but
by experiences upon the environment ….. will have the clarity of vision to direct
and shape the future of human society MARIA MONTESSORI, MD(1870-1952)
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EXPERIENTIAL LEARNING
Experiential Learning is the process of making
meaning from direct
experience
Experiential Learning is the process of making
meaning from direct
experience
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Welcome to the world of VIRTUAL REALITYVIRTUAL REALITY
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Virtual Reality: a hypothetical three-dimensional visual world created by a computer
VR encapsulates all previous media, like: books, slides, pictures, audio, video and multimedia
Typical contribution: ‘immersion effect’
DEFINITION
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The most profound technologies are those that ‘disappear’
Machines that fit the human environment …..
….. weave themselves into the fabric of everyday life
….. permeates our physical environment and
hence invisibility
UBIQUITOUS TECHNOLOGY
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VR MODEL FOR EDUCATIONREAL
ENVIRONMENT
SOURCE KNOWLEDGE
METAPHORICAL PROJECTIONS
VIRTUAL REALITYSYSTEMS
INTERFACES
USERSSTUDENTS
DESIGNERS
TEACHERS
LEARNING MODULE
Source: Design of Virtual Reality Systems for Education: A cognitive Approach; Alvaro Sanchez et al
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THE KIT
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THE TWO SIDES
GOOD SIDE Perhaps the only ICT technology
that will CREATE more
employment Works of a standard PC platform Permits continuous monitoring and
recording Enables all levels and types of
learners to work at their own speed and comprehension
Learn as You Go
FLIP SIDE Expensive Quality of Graphics Slight but perceptible time lag Kit needs refinement Long term effect on human eye –
unknown Psychological effects of time in
Cyberspace Complaints of chronic fatigue, lack
of initiative, drowsiness, irritability and nausea
Importantly Health & Safety issues
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THE NEED“Skills, Skills, Skills” ……..BBC on Leitch
ReportUK .. “on track to achieve undistinguished
mediocrity” , Leitch Report December 2006Technology driven customer demand – pda,
laptop,mobile computing, internet, Wi-Fi, interactive gaming…..
Provide the customer with what they want and not with what we have
Reinvent the excitement of learning
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THE NEED OF THE HOUR
MAKE VIRTUAL REALITY A
REALITY