IRJET- How the Mixed Reality Effects the Modern Education System (original) (raw)

How the Mixed Reality Effects the Modern Education System

Mixed Reality Technology, one of the emerging technologies can be defined in simple words as the combination of the Virtual reality technology (VR) and Augmented reality Technology (AR). The main purpose of this project was to create an application that would provide a real-life experience in a physical space. This environment would help the students to not just gain knowledge but also learn about things in deep and get better understanding. Also, it would enable users to navigate through the real and virtual world at the same time. Instead of replacing the real world mixed enhances it, offering access to digital information on top of the world in front of us, through the VR headsets and VR gears. But again, only a small population owns these kinds of gadgets, but today almost everyone has a Smartphone, which is enough to experience the mixed reality application features. The focus is put on some opportunities, challenges and dead ends of implementation faced by the existing system. At this point of time virtual reality could be the future of creative learning, however it has it limits in terms of practical experiments, learning by doing, which is still more effective as virtual ones and this would be the main aim and concern.

IJERT-A Survey: Virtual, Augmented and Mixed Reality in Education

International Journal of Engineering Research and Technology (IJERT), 2020

https://www.ijert.org/a-survey-virtual-augmented-and-mixed-reality-in-education https://www.ijert.org/research/a-survey-virtual-augmented-and-mixed-reality-in-education-IJERTV9IS050652.pdf In the upcoming era of technology Virtual Reality and Augmented Reality are not new eye catching technology but still it has some limitations to put a stop for actual enactment. It is true that the progress of new technologies has made it more beneficial to afford the hardware and software made available AR, VR and MR in the number of domains including education. The nature of technologies provides a number of opportunities. It may help from traditional allocation of separate lessons to take care of pastoral responsibility to learning concepts. These technologies fulfill the needs of learners in the technological century. It reinvents the door of education and makes the education field interactive using appropriate virtual settings. This discussion of this works includes the reinvention of education using AR, VR and MR technologies. Its modified way of education fills the needs of practical lessons.

IRJET- A Review on Augmented Reality and Virtual Reality in Education

IRJET, 2021

In a wide variety of instructional initiatives, VR and AR have been adapted, including astronomy, architecture, physics, geology, biology, chemistry, mathematics, geometry, the humanities, training and many other disciplines. A systematic analysis was undertaken on how the role of AR on the learning process was measured and the viability of incorporating virtual reality in the learning environment was understood. VR offers new visualization approaches and for Alternative approaches to the presentation of learning about materials. There are debates about whether VR and/or AR for separate learners will help address the existing education problems. These advances will push learning process into a new era and connect traditional schooling with the technology of the future.

Towards a Mixed Reality Learning Environment in the Classroom

Proceedings of the International Conference on Computer Graphics Theory and Applications, 2012

In this paper, we present a novel study that emphasizes the use of Augmented Reality (AR) as a natural complement for the Virtual Reality Learning Environment (VRLE) model, towards a general acceptance of Mixed Reality Learning Environment (MRLE) in the classroom. Handheld devices help this scheme serving as general purpose computers available for use by other applications. AR has not been explored deeply enough to have full acceptance of use in the classroom. We present an application in which a tablet PC was used to evaluate our game, working with multimodal interaction provided by a tactile screen and an accelerometer. It can be played in two modes: combining AR and non-AR (NAR), and only NAR. Seventy-three children of primary school tested the system. For the learning outcomes, there were no statistically significant differences between both modes, but the AR mode enhanced highly user satisfaction and engagement. This confirms our hypothesis that AR can be an excellent complement to VRLE for the use in the classroom.

Technologies of Virtual and Augmented Reality for High Education and Secondary School

2019

Every year there are new technologies used in the education of the younger generation. The introduction of mobile and portable devices in the educational process helps to improve the quality of educational materials by software. It complements or expands the content of textbooks and workbooks. The main trend in software development of educational purposes is the system of virtual and augmented reality. VR and AR-technologies provide an opportunity to interact with various branches of science, ranging from virtual excursions and object studies to experiments in Physics, Biology, Chemistry, Astronomy, etc. Virtual and augmented realities are unique learning environments in various fields of science reproducing virtual models in details. There are ready-made products designed for use in specific subject areas. Most software for learning in virtual and augmented reality have English language interface, so it’s a need to develop educational software for Ukrainianspeaking students and pup...

Virtual realities and education

Research on Education and Media, 2016

The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.

A Pedagogical Framework for Mixed Reality in Classrooms based on a Literature Review

Proceedings of EdMedia + Innovate Learning , 2019

Virtual reality devices are not an invention of the previous years. In fact, those are applicable since the 60s and therefore many scholars have elaborated in the potential of virtual reality as a learning platform. There are many diverse ways to integrate these techniques into the classroom. Affordable devices in combination with concepts like making legitimate the usage for learning. Pedagogical motivation factors like collaborations and gamification amply justify the usage of modern VR technologies as a learning platform. A variety of application have been used already in classrooms but in higher education, there is a need to catch up. Those examples have been divided by the way they make use of virtual systems and how they provide supervision. This literature review describes the functional classification of virtual reality, how it typically applies to learning and how it represents the key features for a didactically valuable usage. As a result of the literature research, a framework for the use of mixed reality in education has been developed allowing to spot new capabilities for the implementation of future VR or AR applications. This paper will also clarify the proper direction of development and the potential impact on future educational domains.

Virtual Reality: Development of an Integrated Learning Environment for Education

International Journal of Information and Education Technology

The new paradigm shift of education where learners should learn real-life scenarios and solve real-life problems has created a major challenge. Students are passive and detached and may struggle to see the relevance of what they are learning to their lives. The recent growth of emerging technologies has launched terms such as virtual reality (VR), augmented reality (AR) and mixed reality (MR) into mainstream topic. Virtual reality, an integrated, hands-on tool for learning, can play a unique role in addressing these educational challenges. The proposed research demonstrates using the knowledge of integrated disciplines with virtual reality. COSPACES and MERGE cube add-on have been used to develop a simulation platform to teach water cycle process for young kids. This type of integration develops learners' 21st century skills to be decision makers, problem solvers, lifelong learners, creators, innovators, and to think critically in solving problems.

Education in the Digital Age: Learning Experience in Virtual and Mixed Realities

Journal of Educational Computing Research, 2021

In recent years Virtual Reality has been revitalized, having gained and lost popularity between the 1960s and 1990s, and is now widely used for entertainment purposes. However, Virtual Reality, along with Mixed Reality and Augmented Reality, has broader application possibilities, thanks to significant advances in technology and accessibility. In the current study, we examined the effectiveness of these new technologies for use in education. We found that learning in both virtual and mixed environments resulted in similar levels of performance to traditional learning. However, participants reported higher levels of engagement in both Virtual Reality and Mixed Reality conditions compared to the traditional learning condition, and higher levels of positive emotions in the Virtual Reality condition. No simulator sickness was found from using either headset, and both headsets scored similarly for system usability and user acceptance of the technology. Virtual Reality, however, did produc...