O slideshow foi denunciado.
Utilizamos seu perfil e dados de atividades no LinkedIn para personalizar e exibir anúncios mais relevantes. Altere suas preferências de anúncios quando desejar.

SURF Edubloggers - VR meetup

165 visualizações

Publicada em

Slides bij mijn presentatie voor Edubloggers bij de VR meetup van SURF

Publicada em: Ciências
  • There is a useful site for you that will help you to write a perfect and valuable essay and so on. Check out, please ⇒ www.HelpWriting.net ⇐
       Responder 
    Tem certeza que deseja  Sim  Não
    Insira sua mensagem aqui
  • You can hardly find a student who enjoys writing a college papers. Among all the other tasks they get assigned in college, writing essays is one of the most difficult assignments. Fortunately for students, there are many offers nowadays which help to make this process easier. The best service which can help you is ⇒ www.WritePaper.info ⇐
       Responder 
    Tem certeza que deseja  Sim  Não
    Insira sua mensagem aqui
  • Seja a primeira pessoa a gostar disto

SURF Edubloggers - VR meetup

  1. 1. SURF – Edubloggers Meetup Robin de Lange 10 mei 2016
  2. 2. Robin de Lange - CV Bachelor Physics Philosophy Artificial Intelligence MSc. MediaTechnology Focus: Extended cognition & Augmented Reality EDUCATION WORK Owner BijlesinWassenaar Video production 1st MOOC (Massive Open Online Course)
  3. 3. Robin de Lange - CV Bachelor Physics Philosophy Artificial Intelligence MSc. MediaTechnology Focus: Extended cognition & Augmented Reality EDUCATION WORK Owner BijlesinWassenaar Video production 1st MOOC (Massive Open Online Course) PhD student @ MediaTechnology Promotor: Bas Haring Founder Lyceo CodeLab
  4. 4. Focus of research – 1st phase • In what ways can VR be used as a tool for learning? • What are the obstacles and opportunities for implementingVR in the field of education?
  5. 5. Method • Elective research course
  6. 6. Virtual Reality for Science & Education • Elective research course for 25 bachelor and master students • Exploring the potential of VR for science & education; • Obtaining skills to create interactive VR content using e.g. Unity3D and 360˚ film technology; • Creating a VR prototype as final project
  7. 7. VR content creation GAME ENGINES e.g. Unity3D Combination of 3D designing and coding environment
  8. 8. VR content creation PHOTO /VIDEO RicohTheta or GoPro- based setup Workflow similar to regular video
  9. 9. VR content creation USER GENERATED ExistingVR applications where users create content
  10. 10. Student projects WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  11. 11. Student projects WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE
  12. 12. Method • Elective research course • Explorative qualitative research • Symposium
  13. 13. Findings
  14. 14. People see potential forVR in education
  15. 15. VR is not the best solution for every subject
  16. 16. Potential use cases for many different fields of study • Experiencing archeological sites • Design tool for architecture students • 3D anatomy lessons • Visualizations of molecules and chemical reactions • Practicing public speaking or moot court • 360 video for studying social dynamics • Learning languages by conversation in multi-user applications • History lectures in ancient Rome • Immersive data visualizations • More intense social experience of MOOCs
  17. 17. CurrentVirtual Reality technology has clear limitations
  18. 18. Available educationalVR content is limited
  19. 19. Creating content forVR is not as hard as people think
  20. 20. New medium, new rules
  21. 21. Making good educational content requires a combination of expertise
  22. 22. Research course good format for exploringVR possibilities
  23. 23. Further experimentation is wanted
  24. 24. There are many reasons why we should experiment withVR in education.
  25. 25. VR learning experiences can be fun!
  26. 26. Possibility to design entire environment for learning
  27. 27. Possibilities for experiental and active learning
  28. 28. Possibilities for embodied learning
  29. 29. Valuable learning experiences can be brought to a much larger audience.
  30. 30. Integration of simulations with context dependent information
  31. 31. Education can play a part in shapingVR as a medium.
  32. 32. Focus of research – 2nd phase • Analyzing aspects of Virtual Reality which make it a powerful learning tool • From perspective of embodied, situated and extended cognition
  33. 33. How? WWW. ROBINDELANGE.COM UNIVERSITEIT LEIDEN @ROBINDELANGE Focus of research – 2nd phase • Stimulating VR experiments in the classroom

×