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Today, it is seen that developing technologies are tried to be used continuously in the learning environments. These technologies have rapidly been diversifying and changing. Recently, virtual reality technology has become one of the technologies that experts have often been dwelling on. The present research tries to determine users’ opinions and preferences on the utilization of different kinds of multimedia items (pictures, videos and games) in virtual reality goggles. In this context, participants' opinions were taken through semi-structured interview forms within this research, which is designed as a case study. The data were subjected to content analysis. It is observed that participants liked and preferred virtual reality technologies. The features of the sense of reality, feeling the ambience and providing the possibility of having a tour in this ambience presented by the technologies can be listed as determinants in participants’ preferences. In addition to this, it can be said that especially the game type contents of the virtual reality technologies are preferred more than the photos and videos. It is thought that interaction and entertainment factors have a significant role in suck kind of preferences. Moreover the participants have also indicated that the use of virtual reality technologies, especially in social studies classes, may be beneficial. Besides, it is thought that virtual reality technologies can be more useful than in-class methods in the sciences and other fields and the VR technologies will increase permanence by creating active learning environments.
Today, many innovations have been experienced in technology. These innovations progressively take their places in education environments. Virtual reality environments are among activity areas that have been frequently discussed and used in education environments in the recent years. In this context, this study aimed to determine general opinions of undergraduate students who were included to study scope about virtual reality technologies, and privately, to determine the students " opinions about use of virtual reality glasses in history education and to determine their suggestions in this subject. Case study method was preferred in this study. Sampling was created as selecting 25 undergraduate students according to the study purpose. Data was collected with interview technic and analyzed with content analysis method. According to study results, it was concluded that virtual reality implementations were liked by participants. Additionally, participants stated that use of the current technology in course activities would be beneficial. It was thought that especially the feelings of reality and being present in the location, which were caused by virtual reality implementations, were among the factors that affected participants and increased their interest in the course. Moreover, virtual reality implementations were thought to be technologies that could enable the individuals, especially those with disabilities or had different inadequacies (i.e. financial, time etc.), to actively involve in learning processes. Similarly, virtual reality technology was thought to contribute, at least partially, equal opportunities concept in education.
The aim of this study was to develop a three-dimensional virtual court for legal education. The study was carried out as qualitative research, and design-based research method was used in the study. The participants were composed of 4 lawyers, 6 legal practitioners and 5 researchers. Study data were collected by using document analysis, focus group discussions and unstructured interviews. Two focus group discussions were held throughout the study implementation In the first discussion, the participants were informed about potential beneficiaries and purposes of using of virtual courts. The other discussion became the venue for negotiations on how to transfer the structure and functioning of real courts to the virtual environment. In addition, document analysis was conducted on functioning and physical 1 This article is a revised and extended version of the paper presented at the 3 rd International Instructional Technologies and Teacher Education Symposium (ITTES 2015).
Computer Assisted Language Learning-Electronic Journal (CALL-EJ)
Virtual Reality in the Language Classroom: Theory and Practice2019 •
Virtual reality (VR) has turned into a buzzword among educators over the past few years as tools and devices continuously get cheaper and better. Google Expeditions, for instance, is a VR educational tool that allows teachers to take students on virtual field trips without leaving the classroom. The teacher can lead a tour guiding students in the VR environment and monitoring their actions while calling their attention to specific points of interest in a virtual space. There are numerous ways VR apps such as Expeditions could be integrated into EFL/ESL lessons. This write-up begins with a brief introduction to virtual reality, in comparison with augmented reality, and VR devices available in the market. This theoretical section will be followed by instructions on setting up an Expeditions kit and ways to take students on virtual tours built around lessons designed to develop language skills. For those interested in creating their own customized VR tours, Tour Creator, another VR platform also developed by Google, will be introduced. This practice-oriented paper could be useful to teachers interested in energizing their teaching and engaging their students in ways they have never ventured before.
2017 •
Technology in college classrooms has gone from being an enhancement to the learning experience to being something expected by both instructors and students. This design-based research investigation takes technology one step further, putting the tools used to teach directly in the hands of students. The study examined the affordances and constraints of two simulation tools for use in introductory astronomy courses. The variety of experiences participants had using two tools; a virtual reality headset and fulldome immersive planetarium simulation, to manipulate a lunar surface flyby were identified using a multi-method research approach with N = 67 participants. Participants were recruited from classes of students taking astronomy over one academic year at a two-year college. Participants manipulated a lunar flyby using a virtual reality headset and a motion sensor device in the college fulldome planetarium. Data were collected in the form of two post-treatment questionnaires using Likert-type scales and one small group interview. The small group interview was intended to elicit various experiences participants had using the tools. Responses were analyzed quantitatively for optimal flyby speed and qualitatively for salient themes using data reduction informed by a methodological framework of phenomenography to identify the variety of experiences participants had using the tools. Findings for optimal flyby speed of the Moon based on analysis of data for both the Immersion Questionnaire and the Simulator Sickness Questionnaire done using SPSS software determine that the optimal flyby speed for college students to manipulate the Moon was calculated to be .04 x the radius of the Earth (3,959 miles) or 160 miles per second. A variety of different participant experiences were revealed using MAXQDA software to code positive and negative remarks participants had when engaged in the use of each tool. Both tools offer potential to actively engage students with astronomy content in college lecture and laboratory courses.
2017 •
This book includes the abstracts of all the papers presented at the 13th Annual International Conference on Information Technology & Computer Science, 15-18 May 2017, organized by the Athens Institute for Education and Research (ATINER). In total 47 papers were submitted by over 50 presenters, coming from 21 different countries (Australia, Austria, Brazil, Canada, China, Czech Republic, FYROM, Germany, Hong Kong, India, Israel, Italy, Japan, Jordan, Qatar, Singapore, South Africa, Switzerland, Thailand, UK and USA). The conference was organized into 13 sessions that included a variety of topic areas such as information systems, online education, technology management, and more. A full conference program can be found beginning on the next page. In accordance with ATINER’s Publication Policy, the papers presented during this conference will be considered for inclusion in one of ATINER’s many publications.
Association Supporting Computer Users in Education (ASCUE) 2017 Proceedings
Improving the Development and Implementation of Online Courses: A Student’s Perspective2017 •
As distance education continues to be utilized by higher learning institutions, many struggle in knowing how to effectively utilize tools for the benefit of the students, faculty and staff facilitating online courses, distance education departments, and the university as a whole. This paper will highlight survey and interview results from students, professors, and instructional technologists from four public southeastern United States universities centered on how online learning affects the varying levels of a specific university located in the southeastern United States. Current and future issues that and potential solutions to counteract these obstacles will also be provided. Moreover, strategies will be proposed regarding improving the institutional effectiveness of distance education by specifically tailoring approaches to the culture and the strategic direction of the institution. In order to provide a first-person narrative from a student’s perspective, these results and recommendations are discussed through the lens of an undergraduate student.
2008 •
ABSTRACT This paper presents the integration of ubiquitous computing systems into classroom settings, in order to provide basic support for classrooms and field activities. We have developed web application components using Java technology and configured a classroom with wireless network access and a web camera for our purposes.
Educational Technology & Society
A Study of Student's Perceptions in a Blended Learning Environment Based on Different Learning Styles2008 •
Communication and Technology Congress Proceedings Book
Communication and Technology Congress 20192019 •
2011 •
2011 •
TURKISH ONLINE
FIRST REPORT ABOUT AN E-LEARNING APPLICATION SUPPORTING PBL: STUDENTS'USAGES, SATISFACTIONS, AND ACHIEVEMENTS2002 •
2002 •
Turkish Online Journal of Educational Technology
GENDER DIFFERENCES ON ATTITUDES, COMPUTER USE AND PHYSICAL ACTIVITY AMONG GREEK UNIVERSITY STUDENTS2012 •
Educational Technology & Society
Ontologies for effective use of context in e-learning settings2007 •
Proceedings of the 13th International Educational Technology Conference
The Use of Current Mobile Learning Applications in EFL2014 •
Journal of Universal Computer Science (J.UCS). Special issue: “Immersive Learning Technologies: Research and Future Directions”, 25(5), 489-514
Developing and Assessing Augmented Reality Applications for Mathematics with Trainee Instructional Media Designers: An Exploratory Study on User ExperienceFederal University of Espírito Santo
A Conceptual Architecture and a Framework for Dealing with Variability in Mulsemedia Systems2019 •
Educational Technology & Society
ICT-pedagogy integration in teacher training: application cases worldwide2005 •
JOURNAL OF EDUCATIONAL …
PERKAM: Personalized Knowledge Awareness Map for Computer Supported Ubiquitous Learning2007 •
Subscription Prices and …
Tracking Actual Usage: the Attention Metadata Approach2007 •
Subscription Prices and Ordering Information
Using a single authoring environment across the lifespan of learning2007 •
2006 •
Advances in Science, Technology and Engineering Systems Journal
360-Degree Videos, VR Experiences and the application of Education 4.0 technologies in Malaysia for exposure and immersionDesigning the School of Tomorrow
A Participatory Methodology for the Design of Digital Informal Education Programs by StudentsE-Learning Networked Environments and Architectures
E-Learning Networked Environments: Concepts and Issues2007 •
Handbook of Research on K-12 Online and Blended Learning (2nd ed.)Publisher: ETC PressEditors: Kennedy, K, Ferdig, R.E
Virtual Reality and Augmented Reality