Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile technologies is opening a new world of opportunities that can transform the ways in which we learn and engage with others. This paper reports our study regarding the application of VR in stimulating interdisciplinary communication. It investigates the promises of VR in interdisciplinary education and research. The main contributions of this study are (i) literature review of theories of learning underlying the justification of the use of VR systems in education, (ii) taxonomy of the various types and implementations of VR systems and their application in supporting education and research (iii) evaluation of educational applications of VR from a broad range of disciplines, (iv) investigation of how the learning process and learning outcomes are affected by VR systems, and (v) comparative analysis of VR and traditional methods of teaching in terms of quality of learning. This study seeks to inspire and inform interdisciplinary researchers and learners about the ways in which VR might support them and also VR software developers to push the limits of their craft.
When the words Virtual Reality are mentioned, the first thing that comes to mind is the image of a gamer wearing a headset. However, the applications of VR have moved far beyond gaming and entertainment. In the educational sector, VR provides meaningful and novel ways to connect with both students and teachers. It can stimulate real-world environments to enable experiential learning. Students can record their work, test their skills and get guidance from experts, all within the system.
Computational Thinking (coding) will be the biggest focus in my school in 2019 as we look to develop our own K-12 Computational Thinking Scope and Sequence/Framework that suits the context of our school while being useful for other schools and educators to utilize globally. While coding programs continue to evolve, most schools only do lip service to coding through Hour of Code experiences or'one-and-done' type activities, none of which are integrated into learning experiences OR add value to student learning in any deep and meaningful way. It is my intention to lead the drive for this in my school in the first 6 months of 2019. As we delve deeper into this I believe that coding will become a new literacy and we will see a rise in using coding tools, platforms, and languages to add value and to support teaching and learning on a daily basis. Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR), will continue to weave its way into the education sector, allowing students to connect and learn in a variety of different ways with material never before accessible at a lower cost or even FREE.
Artificial intelligence (AI) is now a part of our lives whether we know it or not, and whether we accept it or not. It has risen to such a status over the years in a slow but steady manner. Everything that we do like buying clothes and shoes on the internet as well as watching shows on TV is influenced to various extents by AI. However, the question that needs to be asked in this context is what effect would this have on education? The fact of the matter is that AI does not take away, in way, shape, or form, from the classroom.