Category: Education

Appearition Insights with Jaime Donally from ARVRinEDU

In this interview, Appearition team members Mark Hillebrand and Brittney Smith sit down on the couch for an e-coffee with Jamie Donally from ARVRinEDU, to chat about immersive technology in education and the future of learning.

Jaime Donally is a former maths teacher turned instructional technology specialist. Jaime is passionate about providing new immersive learning experiences to staff and students. She provides staff development and training on immersive technology as an EdTech consultant.

 

If you would like to hear more from Jaime Donally and her work in the education industry you can find Jaime at:

ARVRinEDU Twitter Youtube

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The Difference Between STEM & STEAM Education

Understanding the difference between STEM AND STEAM

The combination of the subjects Science, Technology, Engineering, and Maths are collectively referred to as the acronym STEM. On the other hand, STEAM is the acronym for the combination of Arts in addition to all subjects from STEM i.e. Science, Technology, Engineering, Arts, and Maths. 

Arts refers to subjects such as humanities, dance, language, drama, music, design, visual arts, and media studies. The primary contrast between STEM and STEAM, is that STEM solely centres on the subjects of science and the ideas of logic. While STEAM researches similar ideas, this technique does this through a practical approach to learning strategies utilised with the help of creative ways.

This generally appears as though students are working cooperatively to make an engaging concept or article that depends on the comprehension of a STEM idea. For example, the arithmetic of the parabola used to make compelling symbolism through artwork.

The idea of learning through the STEAM technique is not a new concept. Leonardo Da Vinci, convinced us about the significance of joining science and creativity to make new revelations. In a similar manner, Indigenous Australians have a long-standing convention of passing on various ideas and scientific knowledge in the form of songs and music. This is a classic example of the fact that science, combined with the creative arts, can result in wonders!

While both these methodologies follow a different approach, it is important for both students and educators to study and understand how each works.

Understanding the importance of STEM

Science and technology lead to the creation of new items and distinctive procedures that aid in a nation’s economy. The innovation with science education banks upon a robust data base in the realm of understanding the basics of STEM. Unmistakably, most occupations in the upcoming years will require an individual to possess an essential comprehension of maths and science. In spite of looking at these convincing realities, the average scores in mathematics and science among students are lingering behind others. Let us try to understand how STEM training can be extremely essential for the youth of any nation.

Innovation  and science is constantly venturing into each part of our lives on an everyday basis – making STEM a significant subject. Science lies in every field and occupation of our lives along with each action that we take in our day to day living. By introducing students to STEM while presenting them opportunities to analyse and investigate the knowledge and ideas related to STEM, they will propagate a new sense of enthusiasm for it.

Educational programs that are based on STEM have real circumstances to aid the students in the learning process. STEM offers a hands-on and minds-on experiences to the students. Making maths and science, fun and fascinating encourages students to enjoy education and explore a new kind of learning.

Understanding the importance of STEAM

STEAM training in schools offers individuals a chance to learn and create – utilising critical thinking and practical applications. These overall abilities are essential to growing a workforce that is prepared for the future that understands and owns the capability of tackling complex situations occurring in real life. This technique leads us to ’22nd-century skills’ – that are predicted to be around connection, care and culture.

There are a myriad of opportunities to provide hands-on learning coming up in schools and institutions around the world. These are better known as “maker spaces”. Each of these opportunities usually focuses on combining the skill of discovery, along with the learning process. They encourage the utilisation of science and tech assets, in order to achieve different phenomenal results, such as data art and gaming.

It’s fascinating to see such a significant number of STEAM ideas appearing in current mainstream society, motivating trust – especially among young women. Elements like Shuri’s character in the film Black Panther – the wise, imaginative and lively technologist – encourages individuals to move past the notions related to STEM embedded in history and embrace new ages of interdisciplinary pioneers.

Similar creative examination and assets completely understand the association between science, technology, engineering, arts, and mathematics, on the impact they have on one another. Educators who have adapted the STEAM learning technique usually observe the students discovering certain connections among various concepts. They also notice that the problem-solving skills of their students have enhanced visibly. Moreover, they strongly witness their students being actively engaged in the whole learning process, which is usually reflected with their expressions caught in experiencing varied moments of joy. 

If we adopt the learning technique of STEAM, we can challenge assumptions that all these territories of learning are independent and move ahead of the “I am acceptable at maths and science, so I am not imaginative” perspective. This will transform the way in which the world is perceived and generate a new thought process on being connective, multifaceted and comprehensive, along with an assorted variety of ideas, expressions, and thoughts. After all, that is exactly how things and situations work in real life.

Conclusion

Both STEM and STEAM are learning techniques that have been used by previous generations and will be embraced by generations to come. The most critical aspect of choosing between the two is understanding the needs and capabilities of an individual while making the right decision accordingly. Choosing the right approach will naturally lead towards a successful futuristic learning experience.

Find out how others are using our Immersive Learning solutions and access your free EducART trial here>> 
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Education Digital Transformation Trends

Education Digital Transformation Trends 

There is no doubt that digital technologies make our life easier. Up until now, digital technology has been dominating every aspect of our lives, except for education. Times are changing, and digital technology is advancing to change the education sector for all the right reasons. The traditional learning environment is now enhanced due to the digital transformation that’s available.

In the 21st century, digital transformation in education is a necessity and the need of the hour. The benefits of technology in the classroom is valued by all educators across all levels of education.

The current digital trends are making rounds in the education sector and making a name for themselves. Digital transformation in the educational sector is already leading teachers to make drastic changes in the way of planning lessons, the physical appearance of the classrooms, and assigning assessments, at a much faster rate than expected. Or one might say, it was unexpected for educators to adapt to digital transformation so quickly.

Augmented Reality / Virtual Reality / Mixed Reality  

Today, it is hard to expect our students to sit quietly in the classroom and pay attention. Gone are the good old days, when students used to sit quietly and follow instructions. Teaching is evolving and is beginning to focus on a more interactive way of learning. Classes are beginning to become more collaborative and interactive with the introduction of educational technology.

Examples of transformative technology include; Augmented Reality, Virtual Reality and Mixed Reality. These technologies enhance the students’ experience of receiving instructions from the teacher, which helps in creating immersive lessons that are a lot more fun and appealing for the students. 

The idea of Immersive technologies is to bring the outside world inside and take the inside world outside. Virtual Reality and Augmented Reality technologies have the capability and potential to do the same. There are educational apps that allow students to travel to Greece of ancient times, while others apps allow students to go ahead with sharing the respective virtual creations with the outer world. Immersive technologies as a learning tool increases technological literacy, visual literacy, and attention skills, potentially transforming every classroom and enhancing the learning experience for students.

Artificial Intelligence 

The use of Artificial Intelligence in ChatBots ensures that students answer all the questions related to the set homework, and can help in the case of urgency to understand the process of paperwork – such as financial aids and paying bills. Also, the use of Artificial Intelligence helps in easing the workload of the people, who otherwise have to go through the tedious process of explaining the same thing, individually to each student, whenever they have a query. 

These new technologies and opportunities are a fun and exciting way for students to learn. These advanced learning opportunities offer endless possibilities, in which otherwise would not be possible for the students to experience.

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Augmented and Virtual Reality Education – The future of classrooms

In our last series on AR-VR in Education, we touched on the basics of these technologies in education, how teachers’ roles can be shaped to make them better educators and how students can benefit from immersive technology.

Augmented and Virtual Reality are no longer in their stages of infancy. They are widely being used across multiple verticals.

A Lenovo research found that almost 50% of teachers estimate VR will be commonplace in schools in the next five years.

(Image Courtesy: thinkmobiles.com)

AR and VR in education boosts learning from a multi-fold perspective:

  1. increases student engagement
  2. increases knowledge retention
  3. facilitates holistic learning
  4. reduce classroom disruption
  5. encourages collaborative and individual learning
  6. enables teachers to better prepare lessons
  7. creates an immersive environment
  8. easily explain abstract content

AR-VR apps used at classrooms:

  • Wynn Middle School, USA has successfully tested the uses of AR for cross-curricular projects where students created AR posters to demonstrate physical activity using the ACES method (answer, cite, explain, summarize) for written responses. This student centric activity has made learning more engaging and fun say teachers.
  • Dubai British School, UAE has been using VR to facilitate virtual tours to aid students in learning. For instance, travel to Africa to explore the African desert is near to impossible to arrange. Or viewing the Mars orbit line in a Geography class. VR has been bridging this gap in imagination and enables students visualise them, thereby enabling comprehensive learning.
  • Magic Mirror pilot – A group of anatomy specialists tested an interactive and personalised AR system to facilitate learning in medical school. This system behaves as a “magic mirror” which allows personalized in‐situ visualization of anatomy on the user’s body. Furthermore, the app displays medical images, and 3D models of organs that the user can interact with. The results showed 91.7% approval for the capability of AR technology to display organs in 3D, and 86.1% approval for the educational value of the technology.
  • University of Rochester, USA simulated reactions in a chemical plant using an AR table-top developed in-house. They are using AR to create new types of STEM undergraduate labs that were not possible earlier. Students used coffee mugs and popsicle sticks to simulate reactions in real-life, sprawling chemical plant.
  • University of Nebraska Medical Center, USA They have been using head mounted AR glasses and large 3-D video displays to simulate realistic body parts for med school students. Sensing huge potential in this space, the university is building a state-of-the-art dedicated 3-D simulation centre which is expected to have the world’s first five-sided laser cave.

Studies suggest students can absorb a visual scene within 0.01 seconds! Moving towards a fully digital world, AR and VR act as the window to this visual sense. Students get a first experience and wholly understand a concept. This method of teaching promotes visual learning beyond just kinder-garden.

Immersive technologies are set to change to completely revamp future ways of learning and teaching by bringing the world inside the four-walls.

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