Immersive Teaching and Learning Environments
沉浸式教学环境
基本信息
- 批准号:RGPIN-2022-03178
- 负责人:
- 金额:$ 1.82万
- 依托单位:
- 依托单位国家:加拿大
- 项目类别:Discovery Grants Program - Individual
- 财政年份:2022
- 资助国家:加拿大
- 起止时间:2022-01-01 至 2023-12-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
My research program will examine novel opportunities for advancing immersive technologies to elevate remote teaching and learning experiences for post-secondary students and reduce barriers to education. Leveraging virtual reality (VR) technology for remote teaching and learning has far-reaching impacts. Lack of accessibility in the current education system can become a barrier for students in diverse socioeconomic backgrounds (e.g. remote communities in Canada). Remote learning can bridge these barriers and VR technology is well suited for providing an immersive remote learning experience. Current remote learning is often limited to a computer screen and video conferencing. Its experience remains far from what students encounter in the physical classroom. Existing VR technology for education is still developing and suffers from several limitations including the lack of accessible immersive collaborations, effective personalization of hands-on learning content, and consistent motivating stimulus for learning. My team will address these challenges focusing on three themes: Theme 1: Immersive Virtual School: My team will design and implement a scalable and accessible virtual school platform where students will be able to fully interact with each other and the instructor in VR, while having their bodies represented as virtual avatars. We will examine accessible user interfaces for spatial movement and for collaboration that accommodate students with different abilities to access technology. Theme 2: Immersive Personalized Learning: My team will conceptualize and implement novel methodologies for VR content creation that provide students with hands-on learning experiences according to the desired subject area. We will develop user modeling techniques to support personalized learning experiences using eye-tracking technology. Theme 3: Immersive Gamification: My team will research and evaluate gaming elements in the immersive virtual school, and focus on how gamification techniques can be utilized to increase students' intrinsic motivation and engagement in immersive learning environments and their effects on student learning outcomes. My research program's overarching goal is to advance immersive technologies, adapting them to serve as our society's future virtual learning spaces. In order to facilitate this vision, my HQP and I will contribute to the design and implementation of a suite of immersive interfaces, techniques and methodologies that would allow for the accommodation of different student needs, adaptive personalization of the virtual environments, and intrinsically-motivated gamification of student learning. This proposed program will help provide technological insight on future learning technology and future learning environments, elevate immersive learning experiences for students of various socioeconomic backgrounds, and ultimately reduce barriers of remote education, especially in the post COVID-19 pandemic era.
我的研究计划将研究推进沉浸式技术的新机会,以提升专上学生的远程教学体验,并减少教育障碍。利用虚拟现实(VR)技术进行远程教学具有深远的影响。目前的教育系统缺乏可及性,这可能成为不同社会经济背景的学生(例如加拿大偏远社区)的障碍。远程学习可以跨越这些障碍,而VR技术非常适合提供身临其境的远程学习体验。目前的远程学习通常仅限于计算机屏幕和视频会议。它的体验与学生在物理课堂上遇到的仍然相去甚远。现有的虚拟现实教育技术仍在发展中,并受到几个限制,包括缺乏可访问的身临其境的协作,缺乏有效的动手学习内容个性化,以及一致的学习动机刺激。我的团队将围绕三个主题应对这些挑战:主题1:身临其境的虚拟学校:我的团队将设计和实施一个可扩展和可访问的虚拟学校平台,在该平台上,学生将能够在VR中与彼此和教师完全互动,同时将他们的身体表示为虚拟化身。我们将研究空间移动和协作的可访问用户界面,以适应具有不同获取技术能力的学生。主题2:沉浸式个性化学习:我的团队将概念化并实施VR内容创作的新颖方法,根据所需的学科领域为学生提供动手学习体验。我们将开发用户建模技术,以支持使用眼球跟踪技术的个性化学习体验。主题3:沉浸式游戏化:我的团队将研究和评估沉浸式虚拟学校中的游戏元素,并专注于如何利用游戏化技术来提高学生在沉浸式学习环境中的内在动机和参与度,以及它们对学生学习结果的影响。我的研究计划的首要目标是推进身临其境的技术,使其成为我们社会未来的虚拟学习空间。为了促进这一愿景,我和我的HQP将为一套身临其境的界面、技术和方法的设计和实施做出贡献,这些界面、技术和方法将考虑到适应不同的学生需求、虚拟环境的适应性个性化以及学生学习的内在动力游戏化。这一拟议的计划将有助于提供对未来学习技术和未来学习环境的技术洞察,提升不同社会经济背景的学生的沉浸式学习体验,并最终减少远程教育的障碍,特别是在后新冠肺炎大流行时代。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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Zhao, Richard其他文献
Eye-Track Modeling of Problem-Solving in Virtual Manufacturing Environments
虚拟制造环境中问题解决的眼动轨迹建模
- DOI:
- 发表时间:
2021 - 期刊:
- 影响因子:0
- 作者:
Zhu, Rui;Aqlan, Faisal;Zhao, Richard;Yang, Hui - 通讯作者:
Yang, Hui
Assessment of Collaborative Problem Solving in Engineering Students Through Hands-On Simulations
通过动手模拟评估工科学生协作解决问题的能力
- DOI:
10.1109/te.2021.3079523 - 发表时间:
2021 - 期刊:
- 影响因子:2.6
- 作者:
Aqlan, Faisal;Zhao, Richard - 通讯作者:
Zhao, Richard
Using Manufacturing Simulations to Evaluate Metacognitive Awareness in Industrial Engineering Students
使用制造模拟评估工业工程学生的元认知意识
- DOI:
- 发表时间:
2019 - 期刊:
- 影响因子:0
- 作者:
Aqlan, Faisal;Zhao, Richard;Lum, Heather;and Elliott, Lisa Jo - 通讯作者:
and Elliott, Lisa Jo
Developing a virtual reality game for manufacturing education
开发用于制造教育的虚拟现实游戏
- DOI:
10.1145/3337722.3341831 - 发表时间:
2019 - 期刊:
- 影响因子:0
- 作者:
Zhao, Richard;Aqlan, Faisal;Elliott, Lisa Jo;Lum, Heather C. - 通讯作者:
Lum, Heather C.
Study of Metacognitive Problem Solving in Undergraduate Engineering Students
工科本科生元认知问题解决研究
- DOI:
- 发表时间:
2019 - 期刊:
- 影响因子:0
- 作者:
Elliott, Lisa Jo;Lum, Heather;Aqlan, Faisal;Zhao, Richard;and Lasher, Catherine - 通讯作者:
and Lasher, Catherine
Zhao, Richard的其他文献
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{{ truncateString('Zhao, Richard', 18)}}的其他基金
Immersive Teaching and Learning Environments
沉浸式教学环境
- 批准号:
DGECR-2022-00356 - 财政年份:2022
- 资助金额:
$ 1.82万 - 项目类别:
Discovery Launch Supplement
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