Our publication about “Learning in a Virtual Environment: Implementation and Evaluation of a VR Math-Game” is now part of the book Mobile Technologies and Augmented Reality in Open Education.
With the introduction of Google Cardboard, a combination of mobile devices, Virtual Reality (VR) and making was created. This “marriage” opened a wide range of possible, cheap Virtual Reality applications, which can be created and used by everyone. In this chapter, the potential of combining making, gaming and education is demonstrated by evaluating an implemented math-game prototype in a school by pupils aged 12-13. The aim of the virtual reality game is to solve math exercises with increasing difficulty. The pupils were motivated and excited by immerging into the virtual world of the game to solve exercises and advance in the game. The results of the evaluation were very positive and showed the high motivational potential of combining making and game-based learning and its usage in schools as educational instrument.
[Chapter @ IGI-Global]
[Draft Version @ ResearchGate]
Reference: Sternig, C., Spitzer, M., & Ebner, M. (2017). Learning in a Virtual Environment: Implementation and Evaluation of a VR Math-Game. In G. Kurubacak, & H. Altinpulluk (Eds.), Mobile Technologies and Augmented Reality in Open Education (pp. 175-199). Hershey, PA: IGI Global. doi:10.4018/978-1-5225-2110-5.ch009
Our publication about “Use Cases and Architecture of an Information system to integrate smart glasses in educational environments” at this year ED-Media conference is now online available. The presentation slides have been published right here.
Wearable devices, such as smart glasses, are nowadays easily available on the market; therefore, these devices could be used to evaluate more and more use cases in educational domain. After a short introduction to smart glasses functionality, features and user interaction techniques, several use cases are defined and described. To integrate smart glasses into the educational domain, specialized information systems and infrastructure is necessary. A basic concept of a suitable information system is defined and explained by a sample use case. The main advantage of using smart glasses in educational domain is that users can interact with the device hands-free therefore (fine motor skills) tasks can be performed while receiving visual and vocal support simultaneously. Additionally the teacher/observer can evaluate the performance remotely. Wearable devices become better available and cheaper, but should only be used in suitable use cases where the learning experience could be improved.
[Full publication @ ResearchGate]
Reference: Spitzer, M. & Ebner, M. (2016). Use Cases and Architecture of an Information system to integrate smart glasses in educational environments. In Proceedings of EdMedia: World Conference on Educational Media and Technology 2016 (pp. 51-58). Association for the Advancement of Computing in Education (AACE)..
Our paper about “Google Glass in Face-to-face Lectures – Prototype and First Experiences” got published in the International Journal of Interactive Mobile Technologies.
Graz University of Technology has a long tradition in doing technology-enhanced courses. Following the latest trends, as mentioned in the NMC Horizon Report , we reviewed the possibility to use a wearable technology, in our case the Google GlassTM, in courses to improve the interaction between the lecturer and the audience with a special focus on huge classes. The lack of interaction in traditional face-to-face lectures is a well-known problem with a long research history , . New technologies in Audience Response Systems (ARS) offer new ways to improve the interaction between teacher and student by enabling to ask questions to the audience  to get instant feedback during a lecture. Currently many types of web-based ARSs are available on the market . Our research focused on finding an ARS suitable for the visualization in the Google Glass display. Further we developed a prototype and described first practical experiences.
[Full Text @ ResearchGate]
Reference: Ebner, M., Mühlburger, H., Ebner, M. (2016) Google Glass in Face-to-face Lectures – Prototype and First Experiences. International Journal of Interactive Mobile Technologies (iJIM). 10(1). pp. 27-34
Nun es war ja natürlich nur eine Frage der Zeit bis die schon über einige Zeit gehypte Google-Glass-Brille auf meinem Kopf landet. Ja es ist passiert, der erste Eindruck spannend aber nicht umwerfend. Es ist schwer das kleine Display auf sein Auge gezielt einzustellen und auch die Handhabung mit dem seitlichen Touch doch noch gewöhnungsbedürftig. Auch ist der Markt der Einsatzgebiete noch überschaubar, wenngleich man noch nicht mal angefangen hat darüber nachzudenken.
Wie auch immer, es sind Potentiale und Möglichkeiten vorhanden, die es gilt auszuloten genauso wie all die Herausforderungen die auf uns zukommen mit solchen Technologien. Einer ersten Analyse und auch einem ersten Prototypen möchte sich Christopher Tafeit widmen, daher denk ich macht es bei Interesse durchaus Sinn sich seinen Blog näher anzuschauen.
In diesem Sinne, Google is watching you 🙂