Abstract
Original language | English |
---|---|
Title of host publication | Handbook of Mobile Teaching and Learning |
Editors | Aimee Zhang, Dean Cristol |
Publisher | Springer Verlag |
Number of pages | 5 |
Edition | 2 |
ISBN (Electronic) | 978-981-13-2767-4 |
ISBN (Print) | 978-981-13-2765-0 |
DOIs | |
Publication status | Published - 27 Aug 2019 |
Fingerprint
Cite this
VR, AR, and Wearable Technologies in Education: An Introduction. / Jing, Yanguo.
Handbook of Mobile Teaching and Learning. ed. / Aimee Zhang; Dean Cristol. 2. ed. Springer Verlag, 2019.Research output: Chapter in Book/Report/Conference proceeding › Chapter
}
TY - CHAP
T1 - VR, AR, and Wearable Technologies in Education: An Introduction
AU - Jing, Yanguo
PY - 2019/8/27
Y1 - 2019/8/27
N2 - The primary role of an educator is to create an environment, within a given context, that encourages learner engagement to build connections between what is being learned and their personal experiences. Educators may adopt various tools such as textbooks, computers, handheld devices, and or other electronic devices to engage with their learners and encourage active learning. However, the choice of learning innovation is very much dependent on the access to the various technologies and their availability to both educators and their learners. It is also true that world-class education and training is not always available everywhere. There has always been a disparity in the level of quality of education and training across different regions of the world which is why there is a great need for innovative solutions to help reach those deprived areas. Virtual reality (VR) and augmented reality (AR) in education aim to positively affect conventional learning processes. VR and AR introduce new engaging methods of teaching and learning that have the potential of being completely location agnostic and they enable educators to simultaneously reach many learners across the globe using a virtual environment and still be as effective as if they were all in the same physical space.
AB - The primary role of an educator is to create an environment, within a given context, that encourages learner engagement to build connections between what is being learned and their personal experiences. Educators may adopt various tools such as textbooks, computers, handheld devices, and or other electronic devices to engage with their learners and encourage active learning. However, the choice of learning innovation is very much dependent on the access to the various technologies and their availability to both educators and their learners. It is also true that world-class education and training is not always available everywhere. There has always been a disparity in the level of quality of education and training across different regions of the world which is why there is a great need for innovative solutions to help reach those deprived areas. Virtual reality (VR) and augmented reality (AR) in education aim to positively affect conventional learning processes. VR and AR introduce new engaging methods of teaching and learning that have the potential of being completely location agnostic and they enable educators to simultaneously reach many learners across the globe using a virtual environment and still be as effective as if they were all in the same physical space.
U2 - 10.1007/978-3-642-41981-2_109-1
DO - 10.1007/978-3-642-41981-2_109-1
M3 - Chapter
SN - 978-981-13-2765-0
BT - Handbook of Mobile Teaching and Learning
A2 - Zhang, Aimee
A2 - Cristol, Dean
PB - Springer Verlag
ER -