AR and VR Tool Utilization As a Pathway to Increase Access and Success in STEM Learning
Tracks
Vendor Track
Wednesday, May 29, 2019 |
8:45 AM - 9:15 AM |
HUM 2044 |
Speaker
Karen Pearson
Professor/Chair
Fit
AR and VR Tool Utilization As a Pathway to Increase Access and Success in STEM Learning
8:45 AM - 9:15 AMFull Abstract
Exploration of use of AR/VR tools and technologies will be presented with two foci, one how technology can effectively mimic the laboratory environment and two how improving access can improve student learning outcomes. We will offer new perspectives to stimulate discussion; explore novel, sustainable teaching with technology initiatives that include the voice of the students as the end user and their perceptions on its value and usability.
Labster has worked constantly to grow its product since the company’s inception in 2012 with the end aim of opening up the potential for experiential, outcome-driven education to a wider student audience. Boundaries to allowing distance learning of methodologies and scientific techniques have been removed by Labster with the development of 30 fully VR enabled simulations specifically for Biology undergraduate courses. For the first time, a fully online undergraduate degree is being delivered with practical laboratory experience, learning of laboratory methods and techniques, the opportunity for experimentation and practice of skills all being achieved in the virtual environment.
Here we present how partnership with technological companies can assist with Faculty Development in training and easy access to new technological techniques such as Augmented Reality (AR) & Virtual Reality (VR). Specifically, this perspective serves as an assessment to provide insight, with the topics of promise and challenges addressed as follows:
1. The greater number of students are entering courses unprepared
2. Giving Students who need more experience laboratory time to play with no penalties
3. Addressing distance learning challenges (i.e. not near at a physical campus with a lab)
Virtual laboratories have expanded access to traditional science laboratories and experiments. The virtual laboratory utilizes a new and evolving technology related to 3D animation and gaming to bring “hands” on experiments, explorations, and data collection. For this exploration, we used Labster who provided access and support.
Labster has worked constantly to grow its product since the company’s inception in 2012 with the end aim of opening up the potential for experiential, outcome-driven education to a wider student audience. Boundaries to allowing distance learning of methodologies and scientific techniques have been removed by Labster with the development of 30 fully VR enabled simulations specifically for Biology undergraduate courses. For the first time, a fully online undergraduate degree is being delivered with practical laboratory experience, learning of laboratory methods and techniques, the opportunity for experimentation and practice of skills all being achieved in the virtual environment.
Here we present how partnership with technological companies can assist with Faculty Development in training and easy access to new technological techniques such as Augmented Reality (AR) & Virtual Reality (VR). Specifically, this perspective serves as an assessment to provide insight, with the topics of promise and challenges addressed as follows:
1. The greater number of students are entering courses unprepared
2. Giving Students who need more experience laboratory time to play with no penalties
3. Addressing distance learning challenges (i.e. not near at a physical campus with a lab)
Virtual laboratories have expanded access to traditional science laboratories and experiments. The virtual laboratory utilizes a new and evolving technology related to 3D animation and gaming to bring “hands” on experiments, explorations, and data collection. For this exploration, we used Labster who provided access and support.