Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts

Wednesday, November 8, 2017

Virtual Reality in the Education



As technology advances, new technologies emerge and a new ways of learning are being introduced to us. Studies demonstrated that multimedia can provide a very effective teaching and learning environment in such a way that the learning style preferences (visual, aural, text and kinaesthetic) of the learners are taken into consideration.


These studies indicate that the visual features play a very important role in understanding the concepts. As this necessitates creating new richer visual learning environments, we have to migrate into Virtual Reality (VR) educational multimedia system.


The goal of VR is to enhance, motivate and stimulate students of certain events and at the same time it also allows for students to experience hands on learning. But what is more appealing in regards to VR in education is the fact that it can be used to simulate and allow learners to practice procedures without the risk involved.


This can be applied in experiments that have proven to be difficult to carried out in traditional instructional environments, where teaching students regarding safety procedures; and in medical education without involving the safety of a real patient.


Based on the comments and feedback received from various students, it was concluded that virtual reality multimedia could enhance learning by providing much more realistic images and visual features. In addition, students found that the virtual reality multimedia teaching is very effective in terms of ease of learning and it’s very close relationship with the real world.


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Tuesday, November 22, 2016

AUGMENTED REALITY (AR) IN EDUCATION


 
A few of 2016’s hottest eLearning trends includes, Mobile Learning, Gamification, Video-Based Training, Augmented Reality (AR), Virtual Reality (VR) and Big Data.

Augmented Reality (AR) is a booming technology that attracts more and more attention from researchers and designers.

In the field of education, AR has been widely researched in laboratory settings and more recently various tests in real classrooms have been made.

By using AR technologies it is possible to combine real objects with virtual ones and to place suitable information into real surroundings.

Augmented Reality (AR) is  a technology that offers a new educational approach in helping learners develop critical capacity and deeper understanding of the concepts underlying scientific investigation.

The main objective of Augmented Reality technology (ART) is to superimpose computer-generated information directly into a user’s sensory perception, rather than replacing it with a completely synthetic environment.

Augmented reality (AR) is being used more and more in mobile devices such as laptops, smart phones, and tablets to change how the real world and digital images, graphics intersect and interact.

This technology helps a person to see more than others can see, to hear more than others can hear and perhaps even touch, smell and taste things that others cannot.

The pedagogical experts and teachers says that; learning  technology is moving from teacher controlled learning to student orientated learning with context-related knowledge.

Though currently, the cost is not affordable, as the technology improvise, the usability, availability and the prices of this AR technology will be soon available for everyday education purposes.

Final Thoughts:

The year 2017 will be an exciting year for various eLearning development trends. The focus will be on providing automated, gamification-based, mobile-friendly, virtual reality and augmented reality eLearning solutions. These will in turn help in keeping users actively engaged and keen on learning.




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