dc.contributor.author |
Fernández-Utrilla Miguel, Manuel |
|
dc.date.accessioned |
2017-08-29T06:49:29Z |
|
dc.date.available |
2017-08-29T06:49:29Z |
|
dc.date.issued |
2017 |
|
dc.identifier.citation |
Fernández, M. (2017). Augmented Virtual Reality: How to Improve Education Systems. Higher Learning Research Communications, 7(1), 1-15. https://doi.org/10.18870/hlrc.v7i1.373 |
spa |
dc.identifier.issn |
21576254 |
|
dc.identifier.uri |
http://hdl.handle.net/11268/6574 |
|
dc.description.abstract |
This essay presents and discusses the developing role of virtual and augmented reality
technologies in education. Addressing the challenges in adapting such technologies to focus on
improving students’ learning outcomes, the author discusses the inclusion of experiential modes
as a vehicle for improving students’ knowledge acquisition. Stakeholders in the educational role
of technology include students, faculty members, institutions, and manufacturers. While the
benefits of such technologies are still under investigation, the technology landscape offers
opportunities to enhance face-to-face and online teaching, including contributions in the
understanding of abstract concepts and training in real environments and situations. Barriers to
technology use involve limited adoption of augmented and virtual reality technologies, and, more
directly, necessary training of teachers in using such technologies within meaningful educational
contexts. The author proposes a six-step methodology to aid adoption of these technologies as
basic elements within the regular education: training teachers; developing conceptual prototypes;
teamwork involving the teacher, a technical programmer, and an educational architect; and
producing the experience, which then provides results in the subsequent two phases wherein
teachers are trained to apply augmented- and virtual-reality solutions within their teaching
methodology using an available subject-specific experience and then finally implementing the use
of the experience in a regular subject with students. The essay concludes with discussion of the
business opportunities facing virtual reality in face-to-face education as well as augmented and
virtual reality in online education. |
spa |
dc.description.sponsorship |
SIN FINANCIACIÓN |
spa |
dc.language.iso |
eng |
spa |
dc.rights |
Attribution-NonCommercial-NoDerivatives 4.0 Internacional |
* |
dc.rights.uri |
http://creativecommons.org/licenses/by-nc-nd/4.0/ |
* |
dc.title |
Augmented Virtual Reality: How to Improve Education Systems |
spa |
dc.type |
article |
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dc.description.impact |
No data 2017 |
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dc.rights.accessRights |
openAccess |
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dc.subject.uem |
Educación superior |
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dc.subject.uem |
Realidad aumentada |
spa |
dc.subject.unesco |
Enseñanza superior |
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dc.subject.unesco |
Tecnología educacional |
spa |
dc.description.filiation |
UEM |
spa |
dc.peerreviewed |
Si |
spa |