Library Technology Conference 2019 . #LTC2019
Introduction to the organization, pedagogy, instructional design and similar consideration when starting eXtended Reality: VR, AR, MR on campus library
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
Intro to XR in Libraries
1. Intro to
Virtual/Augmented/Mixed Reality
in Libraries
Mark Gill
Aura Lippincott, MLIS, M.Ed.
lippincotta@wcsu.edu
LibTech 2019, March 21, 2019
Plamen Miltenoff, Ph.D.,
pmiltenoff@stcloudstate.edu
Kristi Newgarden, Ph.D.
knewgarden@charteroak.edu
2. Plan
1. Introductions
2. What is XR: virtual/augmented/mixed reality?
3. Implication for the 21st Century Institution/Library
4. Library Orientation example
5. Perspectives
◦ Technology/media perspective
◦ Library perspective
◦ Instructional Design perspective
6. Q&A
6. XR
Comparing the Educational Affordances of VR, AR & MR
Affordance VR AR MR
Mirroring of “real” world settings
Extension/augmentation of present environment
Embodied interaction with objects
Learner agency
Multimodality of information (voice, text, haptics)
Immediacy of feedback
Coaction with others (real or virtual)
Co-presence with other learners
7. Constraints: technological, ethical, etc.
Nausea/ emotional impacts
Privacy
Cost
Support
Accessibility
https://amp.businessinsider.com/images/56f9ababdd0895b16f8b46b3-750-563.png
9. Implication for the 21st century academic
institution AND Library
What is the educational value of adding XR to traditional methods of teaching and learning?
○Provide immersive experiences that cannot be achieved in other ways, for example too
expensive, too dangerous, too rare, or impossible (Bailenson, Experience on Demand, 2018)
○Provide opportunities for experiential and immersive
learning, active learning, training and simulation,
and student centered learning
○Impact learning outcomes
○Increase student motivation
http://4.bp.blogspot.com/_U6klksAe0QI/TL7GXO5z0TI/AAAAAAAADgQ/GxT3gyzQB4U/s1600/socrates_elearning_caricature.gif
10. Implication for the 21st Century Library
Libraries are part of the academic institution - not separate
Scalable approach
Collaborative approach toward projects, cross- campus and institutional collaboration.
BYOD and the necessity to consider the employment of students’ devices.
12. Media & Technology Perspective
Technology:
- Need of robust wide pipe WiFi network
- Need of new generation of programmers
- Need of team building between ID and IT specialist,
coupled with media specialists and content experts
Mark, do you have something to add or change
13. Library Perspective
The Academic Library can be a viable place to start the service:
- Campus hub: wide exposure to all students
- Balanced access to students all majors (versus only students
from exact sciences)
- Work with faculty to develop curricula
- Archive, provide access to and assist with cross disciplinary
curricula
15. Key Questions - 1
Questions that an instructional designer will ask about incorporating XR in the designing
learning environments or experiences
● What are the learning outcomes? What do we want learners to be able to understand,
do, feel?
● What pedagogies can facilitate the kinds of experiences learners need to achieve the
learning outcomes?
● What does the learning environment need to provide to align with the ideal pedagogical
approach? What affordances do XR technologies provide?
● Can the learning outcomes be achieved using other methods or experiences? Might
these other methods results in better outcomes? Are there risks that the XR experience
is a less suitable method to achieve the learning outcomes?
16. Key Questions - 2
More questions that an instructional designer will ask:
● What are the technical, logistical, and support requirements? How will instructor and
students participate in the experience? What will they need?
● What content/activities/assessment should come before the experience and after the
experience?
● How will student learning be assessed?
17. Key Opportunities
Instructional Designers and Librarians can collaborate to:
1. Design XR learning experiences that improve student digital fluency
2. Identify/Curate XR experiences
3. Team with IT/Media/Administration/Faculty to explore, develop, extend XR technologies
and services on campus
4. Create and promote campus opportunities for professional development to learn about XR
5. Facilitate communities of practice on the use of XR in learning
6. Collaborate on research studies to evaluate the effectiveness of XR learning experiences
7. Please share your ideas!
Here is info on library focus on Instructional Design:
https://www.library20.com/page/recordings-id (you must be logged in)
18. This Photo by Unknown author is licensed under
CC BY-NC-ND.
19. Contact info
Aura Lippincott, MLIS, M.Ed.
lippincotta@wcsu.edu
Western Connecticut State University
Kristi Newgarden, Ph.D.
knewgarden@charteroak.edu
Charter Oak State College
Plamen Miltenoff, Ph.D.,
pmiltenoff@stcloudstate.edu
St. Cloud State University
Mark Gill
mcgill@stcloudstate.edu
St. Cloud State University
Notas do Editor
In this session, Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), eXtended Reality (XR) will be introduced in simple terms, and connection to the 21st library will be established. Examples of VR and AR library orientation will be presented, compared and discussed with participants. The moderators will lead a discussion about the technological aspects, as well as the educational value of adding VR and AR to the traditional methods of teaching and learning, as well as the implications for library patrons.
The perspectives of a technologist, a librarian and instructional designers will help participants determine their role in developing and delivering XR services on campus.
IDs will share learning from facilitating the NERCOMP XR workshop on Monday
(MOVED TO pedagogical opportunities slide) -- Impacts/What we have learned so far
Empathyhttp://blog.stcloudstate.edu/ims/2018/12/28/vr-and-empathy/
Parong and Mayer (2018) found that engaging students in a VR lesson followed by a summarization activity was “an effective medium to convey scientific information …” while taking advantage of the interest and motivation that new technologies afford.
http://blog.stcloudstate.edu/ims/2018/08/30/virtual-labs/
http://blog.stcloudstate.edu/ims/2018/08/23/virtual-field-trips/
http://blog.stcloudstate.edu/ims/2016/08/30/augmented-reality-for-special-needs-learning/
http://blog.stcloudstate.edu/ims/2018/11/13/vr-and-ar-for-sel/
http://blog.stcloudstate.edu/ims/2018/11/07/can-xr-help-students-learn/
http://blog.stcloudstate.edu/ims/2018/10/04/first-vr-optometry-lab/
Taptic and haptic:http://blog.stcloudstate.edu/ims/2018/09/01/embed-ar-vr-in-learning/
http://blog.stcloudstate.edu/ims/2018/08/10/remember-through-vr/
Ulla, ThingLinkhttp://blog.stcloudstate.edu/ims/2018/07/30/immersive-storytelling-and-learning/
(MOVED TO pedagogical opportunities slide) -- Impacts/What we have learned so far
Empathyhttp://blog.stcloudstate.edu/ims/2018/12/28/vr-and-empathy/
Parong and Mayer (2018) found that engaging students in a VR lesson followed by a summarization activity was “an effective medium to convey scientific information …” while taking advantage of the interest and motivation that new technologies afford.
http://blog.stcloudstate.edu/ims/2018/08/30/virtual-labs/
http://blog.stcloudstate.edu/ims/2018/08/23/virtual-field-trips/
http://blog.stcloudstate.edu/ims/2016/08/30/augmented-reality-for-special-needs-learning/
http://blog.stcloudstate.edu/ims/2018/11/13/vr-and-ar-for-sel/
http://blog.stcloudstate.edu/ims/2018/11/07/can-xr-help-students-learn/
http://blog.stcloudstate.edu/ims/2018/10/04/first-vr-optometry-lab/
Taptic and haptic:http://blog.stcloudstate.edu/ims/2018/09/01/embed-ar-vr-in-learning/
http://blog.stcloudstate.edu/ims/2018/08/10/remember-through-vr/
Ulla, ThingLinkhttp://blog.stcloudstate.edu/ims/2018/07/30/immersive-storytelling-and-learning/
Aura and Kristi
Kristi
Aura
Aura
Three really real questions about the future of virtual reality
http://blog.stcloudstate.edu/ims/2016/01/08/virtual-reality/
http://blog.stcloudstate.edu/ims/2014/12/14/brain-and-virtual-reality/