Leveraging VR/AR/MR and AI as Innovative Educational Practices for “iGeneration” Students

Leveraging VR/AR/MR and AI as Innovative Educational Practices for “iGeneration” Students

Srikanth Vemula
DOI: 10.4018/978-1-7998-4739-7.ch015
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Abstract

The use of virtual reality (VR), augmented reality (AR), mixed reality (MR), immersive experiences, and artificial intelligence technologies are more focused on innovative education technologies. Studies show that the use of these innovative technologies helps to improve the quality of education. It is essential to promote these new innovative techniques, which show an immense prominence in the improvement of education technologies. So, this chapter shows how these innovative technologies combined with games are a more effective way of transforming our education from a good old traditional way of teaching and learning to a tech savvy way of teaching. Since the students are not the same, and there has been a lot of evolution over the years, it is important for everyone in the education sector to rethink the methods of teaching and learning and the use of incorporating new education technologies to enhance learning.
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Introduction

In recent times educational technologies has shown massive improvements over the traditional educational media with respect to the students’ visual short-term memory, abstract reasoning, spatial recognition and multitasking abilities. Experiencing educational content in immersive environments is gaining popularity now a days with the Educators and has coined a new term for encompassing AR, VR, MR, Immersive Experiences and Artificial Intelligence as Digital Reality. In this student are given a chance of exploring or creating educational content using games (A. Cheng et al., 2017). There is a progressive increase in use of VR in education, as researchers explored its features, advantages, and limitations (Brown & Green, 2016; J. Bacca et al., 2014). As these immersive experiences have the potential to change the way individuals think and behave can be applied to education fields. Using technology in the classrooms has been changing over the years. With the current generation of students more tending towards visual learning and new Advancement of technology like MR, AR and VR are gaining more traction with the current generation of learners along with Video Games. Most of the population of current generation students are mainly dependent on some different forms of learning and teaching, very few are tending towards spending the time to read and learn the information. Instead, they are watching videos and learning stuff and are more comfortable in doing. And also, students coming to class are expressing a feeling of some other form of teaching style instead of the traditional style of teaching, not only that teachers are also expressing their concerns over the test-based style of teaching, i.e., teaching to the test.

Key Terms in this Chapter

Mixed Reality: According to Milgram and Kishino (1994), mixed reality (MR) is the convergence of the real and virtual worlds.

Speech Recognition: It is the ability of a machine to identify words and phrases in a spoken language and convert them to machine understandable language.

Motivation: The internal conditions of an individual that result in the pursuit of specific goals (Keller, 2009 p. 12).

Supervised Learning: A task of learning a function that maps input to the output based on example input-output pairs.

Smart Assistant: It is a virtual assistant which is a software that is installed on the mobile devices which helps in answering questions, tasks, or services.

Immersive Virtual Reality: The perception of being physically present in a non- physical world that is created through images, sound, or other stimuli (Nechvatal, 2009).

Augmented Reality: According to Azuma, AR is nothing, but a blend of real-world environments and context based digital information (Azuma & R.T., 1992).

Critical Thinking: The ability to think clearly and rationally by understanding the logical connection between ideas.

Immersion: Having an impression that one is involved in a comprehensive, realistic experience is called Immersion (Stanney, 2002 & Lessister et al., 2001).

Artificial Intelligence: Intelligence demonstrated by machines to help in the process of automation.

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