• Title/Summary/Keyword: Virtual Teaching

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COVID-19's Rapid Digitalization of Construction Education: Built Environment Instructor Experience in Kwazulu-Natal, South Africa.

  • Mall, Ayesha;Haupt, Theodore C
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.476-483
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    • 2022
  • The novel coronavirus pandemic has had a significant impact on society and everyday life. The pandemic imposed a global shutdown leading to many challenges such as the suspension of academic programs at universities. The result of this suspension contributed to the rapid overnight migration of educational activities from traditional face-to-face learning to a virtual environment which until then was unfamiliar to both instructors and students. This study identified the experiences faced by built environment higher education instructors in KwaZulu-Natal, South Africa during this sudden switch to online teaching and learning. This pilot study employed a quantitative research approach to survey instructor experiences on online teaching and learning during a global pandemic. The data was computed and analyzed using IBM Statistical Package for Social Sciences (SPSS) version 27. Descriptive statistics were used to analyze the data collected. The study sample comprised of 20 higher education instructors in the region of the KwaZulu Natal province in South Africa. Findings from the study revealed that instructors faced adaptive challenges with rapidly having to redesign and remodel the mode of academic course delivery and assessments to suit an online platform. Additionally, instructors observed that students faced technological challenges such as connectivity and navigating the online learning management system platforms. The challenges identified by instructors and students can be effectively transformed to opportunities for future learning under the 'new normal'.

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Application of 'Metaverse' teaching method, problems and usage plan ('메타버스' 교수법 적용, 문제점 및 활용방안)

  • Cho, Woo-Hong;Jang, Young-Eun;Byon, Kil-Hee;Choi, Dea-Hun;Kim, Mee-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.361-363
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    • 2022
  • 본 연구의 목적은 메타버스 교수법 적용을 통해 문제점을 파악하고 활용방안을 모색하고자 하였다. 본 연구의 교수법을 효율적으로 달성하기 위해 각각 전공이 다른 교수자가 참여하여 학습법을 공유하였다. 대부분 메타버스 활용으로 흥미로운 학습법이 이루어진 반면에 다양한 문제점도 나타났다. 활용방안으로 게임, 토론, 대화 등을 통해 사전에 충분히 숙달될 수 있도록 하고, 정규수업이 아닌 비정규 교과목에서 우선 적용, 아바타 꾸미기 활용으로 보다 즐겁게 수업 참여 유도, 가상현실속에서 예의범절 지키기 등 학습 환경 이해, 학생들의 가상공간을 통해 자신들의 언어로 수업을 이끌어 흥미 유발, 젭 스페이스에서 나만의 강의실 만들기, 친구와 대화 및 상호작용 시행, 이론 교과목 수업 메타버스 플랫폼을 활용, 모의토론 및 발표 자유롭게 유도, 자신만의 케릭터 꾸미기, 진로코칭 및 상담 적용, 수업 종료후 학생만의 추가 활동 유도 등 활용방안이 제시되었다.

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Automotive Engineering Educational System Development Using Augmented Reality (증강 현실을 이용한 자동차 공학 교육 시스템 개발)

  • Farkhatdinov, Ildar;Kim, Dae-Won;Ryu, Jee-Hwan
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.51-54
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    • 2009
  • In or automotive engineering education is introduced. Main objective of the system is teaching disassemble/assemble procedure of automatic transmission of a vehicle to students, who study automotive engineering. System includes vehicle transmission, set of tools and mechanical facilities, two video cameras, computer with developed software, HMD glasses and two LCD screens. Developed software gives instructions on assembling and disassembling processes of real vehicle transmission with the help of augmenting virtual reality objects on the video stream. Overlaying of 3D instructions on the technological workspace can be used as an interactive educational material. In disassembling process, mechanical parts which should be disassembled are augmented on video stream from video cameras. Same is done for assembling process. Animation and other visual effects are applied for better indication of the current assembling/disassembling instruction. During learning and training, student can see what parts of vehicle transmission and in which order should be assembled or disassembled. Required tools and technological operations are displayed to a student with the help of augmented reality, as well. As a result, the system guides a student step-by-step through an assembly/disassembly sequence. During educational process a student has an opportunity to return back to any previous instruction if it is necessary. Developed augmented reality system makes educational process more interesting and intuitive. Using of augmented reality system for engineering education in automotive technology makes learning process easier and financially more effective.

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Technology in Place : Real Virtuality (공간연구를 위한 정보 기술 : 가상 현실)

  • Abler, Ronald F.
    • Journal of the Korean Geographical Society
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    • v.32 no.4
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    • pp.543-548
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    • 1997
  • New technologie of information and interaction create ambiguous, multifaceted relationships between concepts and realities that once seemed clear and simple. The acvent of cyberspace implies the existence of cyberplaces and relationships among cyberspace and places that could be as or more complex then those that exist among the spaces and places of the non-digital world. Virtual reality-the current uses of infomation technologies to create replicas of places and processes in the world-offers a point of exploring such relationships. But more penetrating insights become evident in the examination of real virtuality-the uses of information technologies to enhance the experience of places in the world. Real virtuality offers geographers a variety of innovative and powerful tools for augmenting the effectiveness and domain of their craft. Widespread use of real virtuality by geograpgers will alter their use of data, methods, and theory in research, teaching, and practice.

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Human body learning system using multimodal and user-centric interfaces (멀티모달 사용자 중심 인터페이스를 적용한 인체 학습 시스템)

  • Kim, Ki-Min;Kim, Jae-Il;Park, Jin-Ah
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.85-90
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    • 2008
  • This paper describes the human body learning system using the multi-modal user interface. Through our learning system, students can study about human anatomy interactively. The existing learning methods use the one-way materials like images, text and movies. But we propose the new learning system that includes 3D organ surface models, haptic interface and the hierarchical data structure of human organs to serve enhanced learning that utilizes sensorimotor skills.

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Mixed Reality System for Virtual Chemistry Lab

  • Duan, Xiaoyun;Kang, Shin-Jin;Choi, Jong In;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.4
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    • pp.1673-1688
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    • 2020
  • This paper presents a new method for improving teaching aids with the design and development of a chemistry education platform - the Mixed Reality (MR) Chemistry Lab. Our system provides a new educational experience in which students can simulate a chemistry experiment in a virtual lab and interact with objects using Oculus Helmet-Mounted Displays (HMD) and hand controller devices. The proposed system aims to familiarize students with experimental procedures and safety knowledge before conducting actual experiments. Moreover, students will be able to observe microscopic atomic structure models in three dimensions. Our research also includes a five-part, quantitative evaluation system user tests perform using a quantitative questionnaire consisting of five items, including hardware equipment, immersion, education, interaction sense of control, and degree of difficulty. The evaluation results confirm that this system will be helpful to the educational experience of conducting chemistry experiments with scientific evaluation methods, and the proposed system is also expected to have a broad range of applications in many other subjects.

Relevance of E- Learning and Quality Development in Higher Education

  • Arshi Naim;Sahar Mohammed Alshawaf
    • International Journal of Computer Science & Network Security
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    • v.24 no.1
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    • pp.187-195
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    • 2024
  • This is an extended paper explaining the role of E-learning and quality development in the current situation. Amid Covid:19, E-Learning has achieved a new miles stone in imparting education and all levels of institutions have transformed their learning platform from face to face to virtual learning. In this scenario E-Learning is facing two major challenges, first to ensure the ability of computer systems or software to exchange and make use of information on virtual platform (interoperability) and secondly, developing quality learning through e-Learning. To impart learning and teaching (L&T) through E-learning, Middle East University (MEU) has adopted Learning Management Services (LMS) through Blackboard. The university has three types of L&T methods; full online, Blended and Supportive. This research studies the concept, scope and dimensions of interoperability (InT) of E-Learning in MEU then the connection and interdependence between with quality development. In this paper we have described the support and the importance of finest standards and specifications for the objectives of InT of E-Learning and quality development in MEU. The research is based principally on secondary data observed from MEU E-Learning deanship. Also sample of 20 E-Learning experts at MEU were given closed ended as well as semi closed questionnaires for evaluating the assurance of InT of E-Learning and quality development. These experts are mainly certified online facilitators and admin staff. Results provide the verification of application and presence of InT of E-Learning and assured the quality development process in MEU.

A Study of Instruction of Internet(IoI)-based Collaborative Learning Method in Elementary School Sixth Grade Mathematics Class (초등학교 6학년 수학수업에서의 수업인터넷 기반 협력학습 수업방법 탐색)

  • Choi, Byoung-Hoon;Yoon, Heon-Chul
    • Journal of Science Education
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    • v.41 no.2
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    • pp.248-266
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    • 2017
  • The purpose of this study is to present various examples of collaborative learning based on the Instruction of Internet in the 6th grade elementary school mathematics class. So we introduce the design method of classroom environment for classroom Internet and give example of various teaching methods. This study was conducted for nine months from March to November, 2016, one sixth grade of elementary school in D area. During this period, we conducted Instruction of Internet-based collaborative learning to classify typical teaching cases. We classified into 5 type collaborative learning. First, collaborative learning in the classroom. Second, remote collaborative learning between classroom and classroom. Third, Live participation classes. Forth, project collaborative learning. Fifth, using virtual reality in collaborative learning. In addition, we could identify that there is a difference compared to the conventional learning. It became possible to conduct collaborative learning with other students simultaneously or have opening class with both parents and teachers by using Youtube. These examples can be presented as a case to depart from traditional mathematics class in one classroom. In this regard, we will be able to provide several implications about teaching methods utilizing smart device and Internet in future classroom.

Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

Integrative Review on Nursing education Adopting Virtual Reality Convergence Simulation (간호교육에 적용한 가상현실 융합시뮬레이션 연구에 대한 통합적 고찰)

  • Kang, Sujeong;Kim, Chunmi;Lee, Hung Sa;Nam, Jae-Woo;Park, Myung Sook
    • Journal of Convergence for Information Technology
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    • v.10 no.1
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    • pp.60-74
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    • 2020
  • Nursing education using virtual reality simulation (VRS) has emerged as a new teaching method for improving nursing student's knowledge as well as of competency for clinical nursing skill. The purpose of this study was to analyze the effects of nursing education using VRS through an integrative analysis on quantitative and qualitative research. Through quality assessment on the total 382 studies, 17studies (12 quantitative and 5 qualitative) were finally selected. Contents of the 17 studies were reviewed and those with respect to four aspects were gathered: the condition, knowledge, and attitude for effective education using VRS, and the effects of nursing education using VRS on the practice. Readiness of the use of virtual reality device, mastsering of the platform, and interesting scenario were required condition for effective education. The effects of nursing education adopting virtual reality convergence simulation oin terms of knowledge, attitude, and practice included enhancement of the knowledge and extension of the knowledge, improvement in memorizing the process and sequence of the practice through repetitive education, and development of empathy ability and formation of rapport. Hence, adopting virtual reality to convergence simulation of nursing education can maximize the effect of the education.