首页> 外文会议>International Technology, Education and Development Conference >(1337) THE AFFORDANCES OF VIRTUAL COLLABORATIVE TOOLS AND AUGMENTED VIRTUAL REALITY GAMIFICATION TOOLS TO ENHANCE INTERCULTURAL EDUCATION LIVE ONLINE
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(1337) THE AFFORDANCES OF VIRTUAL COLLABORATIVE TOOLS AND AUGMENTED VIRTUAL REALITY GAMIFICATION TOOLS TO ENHANCE INTERCULTURAL EDUCATION LIVE ONLINE

机译:(1337)虚拟协作工具和增强虚拟现实游戏化工具的可取性,以增强跨文化教育生活和在线

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In Europe, the authoritative NMC Horizon Report: 2014 Higher Education was published in 2014 andthis report investigates the potential impact of emerging technologies on teaching and learning, as wellas on the domain of 'creative inquiry' within the area of Higher Education. More interestingly, regardingthe significant developments in Educational Technology for Higher Education, the NMC HorizonReport: 2014 Higher Education predicts that games and gamification will be adopted within two tothree years, and that virtual assistants will be utilised in higher education in the next four to five years.Both predictions are closely related to this paper's research [1].NMC Horizon Report: 2015 Higher Education Edition was published in 2015. Concerning the crucialtrends accelerating the utilisation of technology in Higher Education, the report reveals that rapidlydeveloping cultures of change and innovation, as well as advances in 'cross-institutional collaboration'will be of great importance to the task of driving forward with technology in the next five years [2].From a broader perspective, it is reasonable to consider that the impact of cross-cultural collaborativelearning tools developed for Higher Education will have a positive influence on the development oftechnology for universities across the world, as well as for the internationalization of education.SMARTlab research team, at the University College Dublin (UCD), devoted decades to explore thepotential adoption and integration of Virtual Worlds (VW)/Virtual Reality (VR) tools in a wide range offields such as Art, Business, Education, and Health Systems, et cetera. These studies have created aset of original Virtual Worlds focusing on the needs of specific communities of users (women, children,survivors of abuse, people arising from stroke or coma, and People with Physical Disabilities orNeurological Differences such as Autism Spectrum Disorder). Currently, one of the main works ofSMARTlab team is focusing on developing novel 3D virtual platforms for the field of education, andespecially for the higher education, such as universities' cross-cultural collaborative learning.This paper focuses on the potential advantages on using augmented gamified VW/VR tools topromote intercultural higher education and collaborative learning. Firstly, a brief history review hasbeen summarised on the field of Virtual Worlds/Virtual Reality. Then a discussion on how the theory ofgamification with VW technology is combined to improve the process of learning has been illustrated.And lastly, the idea of designing, creating, and testing a novel 3D Virtual Cross-cultural Game-basedCollaborative Space has been presented and this collaborative space will be implemented based on asecond generation of Virtual Worlds - Terf (3DICC). Existing research has already noted thatcollaboration in VR classrooms fosters social integration of learners. Virtual Reality makesconstructivism and game-based learning possible, which is not entirely possible in real worldclassrooms, while increasing students' motivation through game-based experiences. Virtual Realityintroduces new approaches for rewards and it also creates a new medium for inspiring creativelearning along with other immersive technologies. This paper will address the affordances of VRcollaborative tools and Augmented Reality to enhance intercultural education, live and online, throughthe utilisation of existing gamification tools. The term 'gamification' refers to the use of game elementsin non-game environments, like education. We will discuss the potential of "gamifying" educationalprocesses for VR/AR environments in education.
机译:在欧洲,权威NMC Horizo​​n报告日期:2014年高等教育出版于2014年andthis报告调查了新兴技术对教学和学习的潜在影响,如在高等教育领域内的创新查询“域wellas。更有趣的是,在教育技术regardingthe显著发展高等教育,在NMC Horizo​​nReport时间:2014年高等教育预测,游戏和游戏化将在两tothree年内通过,虚拟助理将在高等教育在未来的四到五年被利用。两者的预测是密切相关的。本文的研究[1] .NMC Horizo​​n报告:2015年高等教育版刊登在2015年关于crucialtrends加速技术的应用在高等教育中,报告显示,rapidlydeveloping变革和创新的文化,以及在“跨机构的进展collaboration'will是非常重要的,在未来五年推动技术前进的任务[2]。从更广泛的角度来看,这是合理的考虑到跨文化的影响collaborativelearning高等教育开发的工具,将会对发展oftec产生积极的影响hnology为大学在世界各地,以及为education.SMARTlab研究团队的国际化,在都柏林大学(UCD),几十年来致力于探索thepotential采用和虚拟世界(VW)的整合/虚拟现实(VR)工具在广泛offields如艺术,商业,教育和卫生系统,等等。这些研究创作的原创虚拟世界专注于特定用户群体的需要ASET(妇女,儿童,虐待者,中风或昏迷,身体有残疾的orNeurological差异,如自闭症的人所产生的人)。目前,主体工程ofSMARTlab球队之一的重点是开发新的3D虚拟平台,教育领域,andespecially为高等教育,比如对潜在优势的大学跨文化合作learning.This本文重点研究利用增强游戏化VW / VR工具topromote跨文化高等教育和协作学习。首先,一个简短的历史回顾hasbeen总结了虚拟世界/虚拟现实领域。那么如何与大众汽车技术理论ofgamification组合以提高学习过程的讨论一直illustrated.And最后,设计的理念,创建和测试新的3D实景跨文化博弈basedCollaborative空间已经提出并叔(3DICC) - 这一合作空间将基于asecond代虚拟世界中实现。现有的研究已经指出thatcollaboration在VR教室培养学生的社会融合。虚拟现实makesconstructivism和游戏式学习成为可能,这是不是在现实worldclassrooms完全有可能的,同时,通过游戏式体验提高学生的学习动机。虚拟Realityintroduces新的奖励办法,同时也创造了激励与其他身临其境的技术一起creativelearning一种新的媒介。本文将讨论VRcollaborative工具和增强现实的启示,增强跨文化的教育,现场和在线,现有的游戏化工具throughthe利用率。术语“游戏化”是指利用游戏的元素在非游戏环境中,如教育。我们将讨论的“gamifying” educationalprocesses在教育VR / AR环境的潜力。

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