e-Learning Blog Rotating Header Image

virtual reality

[publication] A Pedagogical Framework for Mixed Reality in Classrooms based on a Literature Review #VR #AR #tugraz #research

Our publication about „A Pedagogical Framework for Mixed Reality in Classrooms based on a Literature Review“ at this year ED-Media conference in Amsterdam is online available:

Virtual reality devices are not an invention of the previous years. In fact, those are applicable since the 60s and therefore many scholars have elaborated in the potential of virtual reality as a learning platform. There are many diverse ways to integrate these techniques into the classroom. Affordable devices in combination with concepts like making legitimate the usage for learning. Pedagogical motivation factors like collaborations and gamification amply justify the usage of modern VR technologies as a learning platform. A variety of application have been used already in classrooms but in higher education, there is a need to catch up. Those examples have been divided by the way they make use of virtual systems and how they provide supervision. This literature review describes the functional classification of virtual reality, how it typically applies to learning and how it represents the key features for a didactically valuable usage. As a result of the literature research, a framework for the use of mixed reality in education has been developed allowing to spot new capabilities for the implementation of future VR or AR applications. This paper will also clarify the proper direction of development and the potential impact on future educational domains.

[Draft @ ResearchGate]

Reference: Kommetter, C. & Ebner, M. (2019). A Pedagogical Framework for Mixed Reality in Classrooms based on a Literature Review. In J. Theo Bastiaens (Ed.), Proceedings of EdMedia + Innovate Learning (pp. 901-911). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE)

[publication] Virtual Reality und Augmented Reality in der Bildung #VR #AR #VirtualReality #fnma #AugmentedReality

Im neuen fnm-magazin durfte ich den Schwerpunkt zu „Virtual Reality und Augmented Reality“ betreuen. Dazu hab ich auch noch einen Einstiegstext verfasst, welcher jetzt frei zugänglich ist.

[„Virtual Reality und Augmented Reality in der Bildung“ @ ResearchGate]

[fnm-magazin Ausgabe 3/2018]

Zitation: Ebner, M. (2018) Virtual Reality und Augmented Reality in der Bildung. fnma-Magazin 03/2018. S. 10-12. ISSN: 2410-5244

[publication] Introducing Augmented Reality and Internet of Things at Austrian Secondary Colleges of Engineering #AR #VR #research

Our article for this year ICL 2018 conference about „Introducing Augmented Reality and Internet of Things at Austrian Secondary Colleges of Engineering“ got published.
Abstract:

In Austria technical education is taught at federal secondary colleges of engineering (HTL) at a quite high level of ISCED 5. Despite mechanical engineering , design with industrial standard 3D programs being state of the art in industry and education, technologies using Internet of Things (IoT) and Augmented Reality (AR) are still at an early stage. This publication describes the introduction of the IoT platform Thingworx at Austrian HTL for mechanical engineering, with focus on AR and IoT from an educational perspective as well as the training aspects from the platform developers‘ perspective. In addition, an assessment using a system usability scale (SUS) test among students and teachers has been undertaken to obtain knowledge of how students and teachers see the usability of the IoT and AR platform Thingworx. The assessment results are presented in this paper.

[Link ResearchGate]

Reference: Probst, A., Ebner, M., Cox, J. (2018) Introducing Augmented Reality and Internet of Things at Austrian Secondary Colleges of Engineering. 21th International Conference on Interactive Collaborative Learning (ICL), Kos, 11 pages

[master] Implementation and Evaluation of a Virtual Reality Learning Game for Mathematics #tugraz

Christof did his masterthesis about „Implementation and Evaluation of a Virtual Reality Learning Game for Mathematics“ and he developed a game, which can also be downloaded at the Google Play Store. Here you can find the slides of his defense – great work 🙂

[vodcast] From the Idea to a Finished LEGO® Technic Artifact, Assembled by Using Smart Glasses #tugraz #research #edmedia

Because we are not able to attend the ED-Media conference 2017 in Washington this year, we are doing our presentations virtually. The third of four talks is about „From the Idea to a Finished LEGO® Technic Artifact, Assembled by Using Smart Glasses„:

[video] Wie schaut das Lernen von morgen aus? #gadi17 #tugraz

Im Rahmen meines MOOCs zu „Gesellschaftliche Aspekte der Informationstechnologie“ habe ich ein heuer ein Video erstellt mit der Idee zu zeigen, wie sich durch die Digitalität das Lehren und Lernen in Zukunft verändern kann. Wenn wir davon ausgehen, dass sich die technische Entwicklung weiterhin so rasant voran schreitet und Datenbrillen & Co immer mehr auf den Markt drängen, scheint es naheliegend auch über die Veränderungen nachzudenken. Können wir heute schon Medien zur Anreicherung und zur besseren Visualisierung verwenden, werden wir bald selbst die Perspektive bestimmen können (Stichwort 360-Grad-Kamera) um zu guter Letzt auch den Lehr- und Lernort räumlich zu entkoppeln. Meine Prognose ist, dass es in absehbarer Zeit nicht mehr notwendig ist, sich zwingend physikalisch zu treffen um den Diskurs starten zu können. Das geht zwar grundsätzlich schon heute, aber die Einschränkungen sind ja noch deutlich. Hier das Video dazu – ich freue mich wie immer über Kommtare jeglicher Art:

Learning in a Virtual Environment: Implementation and Evaluation of a VR Math-Game #publication #research #VirtualReality

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.
Abstract:

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