Can you learn via Gaming? Virtual Reality is very similar to gaming, and can be used for learning. A completely obvious possibility is to use VR for e-learning, where the stakeholders can set up some scenarios and test some things in a protected environment. The technology can i.a. via advanced simulation methods give students the opportunity to carry out chemical experiments in virtual reality – or to participate in international negotiations with global partners in a virtual space.
With this blog, the stakeholders want to focus on how the stakeholders can use technology in learning contexts. VR is a technology that creates very realistic virtual worlds in 3D and 360 degrees. One of the world's leading companies within virtual reality is potentially on its way to establishing itself in Viborg.
Pendula Solutions makes structured learning courses, where both the development of VR material and software is included as part of the solution.
Pendula Solutions: Virtual reality and the technology's areas of application
On an education, knowledge can be gained about relevant basic theories about the functionality of digital technology as well as interactive modalities and can be included in design and innovation collaboration around VR/Augmented Reality technologies. Within learning, there is a concept called transfer, which can be seen as the balance between teaching and what has been concretely learned. VR can support this by making teaching less abstract through concrete cases. Also read: Virtual reality driving school lessons.
In the course 'Experience design for VR/Augmented Reality' you learn to use the functionality of VR/Augmented Reality technology. In a position as a pedagogical consultant at the Metropol University College, you work with the development of digital learning processes, IT pedagogy and participate in projects and workshops that involve everything from the development of online courses to Blended Learning, the use of video and digital tools. Read more about: virtual reality training.
Virtual reality or VR is a good bet if you want to experiment with technology in your teaching. Most virtual reality devices are rated 12+ and it is recommended that children only enter the virtual world under adult supervision. Including is Oculus Go one of these units.
VR is reaching Danes widely, and the project will test how the VR technology can be used even more. What many of the projects currently have in common is that they strengthen, among other things, the dissemination of literature, public education and language stimulation for pre-school children and create better cooperation between the country's libraries and educational learning centres.
"The teaching methods of the future combine VR, programming and advanced computer games with today's focus on creativity and challenge-based learning - without losing sight of the classic ideals of education," explained Tobias Heiberg. Compared to the psychology, there are also many exciting aspects in VR. Pendula Solutions makes WRONG solutions for psychologists and others.
Children will need different competences than those that the primary school and other educations offer today, says Tobias Heiberg, head of digitization and learning from UCC, as a presentation for three workshops on how technology creates new learning situations.
Many possibilities in virtual reality
VR is rushing forward and can lead to a paradigm shift in teaching, Fagbladet Gymnasieskolen wrote in 2014, and wrote in 2016 that "VR opens up completely new forms of teaching, where you can easily go back in time, into the human body or out to distant countries.' Some educational institutions use VR in teaching.
With the help of modern technology, virtual learning can support training and teaching in a digitally created space, as you know it from virtual reality. New research: VR better than video in teaching.
Their work must be combined with the best foreign knowledge and evidence from Stanford University, MIT and UC Berkeley in order to create an alliance within virtual reality technology. Read also about VR and marketing with virtual reality.
VR glasses, interactive gloves and simulation models must be assembled with specially developed software for a new generation of educational technology for use in pharma and biotechnology.
Augmented reality (AR), which is currently on the threshold of the big, broad breakthrough, gives reality a digital layer by combining data from the physical world with digital 3D graphics.
VR is new to many, which is why many teachers/trainers have potentially not heard about the possibilities this new technology brings. The Department for Virtual Learning follows how technology can add new elements to improve learning. The user has the opportunity to interact and is fully involved in the interactive digital training, which strengthens the learning experience and the benefits of the learning. VR is a highly sophisticated technology that uses realistic images, sounds and the like to simulate a real environment.
Although VR opens up a fantastic and exciting world for all age groups, the technology is still so new that there is not enough data about how it can affect young children in particular.
Here, the company Oculus collected over 2.5 million dollars from the users of the crowdfunding website Kickstarter to create the first user-friendly version of VR. Pendula Solutions uses Oculus technology. The technology with robots and VR offers great opportunities to support better dialogue, learning and the exchange of knowledge between people.
They have established a robotics center at the Bohr School, where the students will learn to program, and look at how technology can challenge and support the students' learning.
Facebook concretely expects virtual reality to become the world's new experience platform for everything from entertainment to education. Camilla Poulsen believes that one of the great perspectives of virtual reality is the possibility of gamifying teaching.
The company TakeawalkVR, in an OPI collaboration with Region Southern Denmark, has over three months tested the potential of virtual reality for people with dementia at five care centers in Kolding Municipality.
From Monday 8 January, you can book an appointment at the library to try the new virtual reality technology with access to several programs and games: "The new technology with virtual reality holds great potential for learning and entertainment, and the library room is an obvious place for citizens to move into the many universes", says library and citizen service manager Anders Clausen.
Professor of technology as well learning at DPU Cathrine Hasse, however, believes that great care must be taken in taking the heavy lifting out of teaching, because there are some things that just have to be learned and cannot be played around with.
AR-sci will develop a more student-centred approach by facilitating inquiry-oriented teaching, collaboration and active learning, as well as by visualizing the often hidden processes, making it easier for children to understand how natural science phenomena work.
Several different developers in VR
A VR company produces virtual reality programs as well as 360 degree videos for a wide variety of purposes. That students gain knowledge of newer technology such as robots, 3D printers or virtual reality. Morten has many years of experience in development work, i.a. within Health Care, games, learning processes and Mixed reality and several years of experience in teaching game development as well as augmented and virtual reality.
With Pendula Solutions they are educated in IT, learning and organizational change, and thus academically grounded to make decisions in this sphere. Thus, their VR products are useful in relation to learning.
How can digital tools be used to strengthen students' learning, the following is thus made probable primarily variables around a VR company. within their subject, e.g. simulation tools?
But when you review the research into the effects of new, technological learning tools, you see that they often do not increase the learning yield,' says Jesper Balslev.
The money went to Roskilde University, which will be at the forefront of a new project which will develop virtual learning technologies and map how the stakeholders in the future will best use the new technologies in teaching.
However, it must be said that people thought the same when radio and television came along, and it did not revolutionize the way the stakeholders choose to teach. But already existing research indicates that learning is better the more sensory experiences one gets in the meantime, so therefore the stakeholders have a hypothesis that virtual reality will lead to more learning, says lab manager Thomas Terkildsen.
There is a project where researchers have to investigate how virtual reality can be used in teaching contexts.
Through the design of the physical models and the visit in VR, the students were given two experiences of their models, which strengthened the basis for experiential learning.
They develop mobile AR apps for IOS & Android with photorealistic 3D, and the stakeholders create virtual reality content for high-end virtual reality headsets such as Oculus and Vive, and mobile platforms such as Samsung Gear virtual reality, Google Daydream and Cardboard. Pendula Solutions makes interactive VR: Virtual reality Aarhus. Interactive VR can be used in many ways, where vision can be a significant factor.
On the subject module, you get a systematic overview of selected digital technologies and their potential applications to the extent that they are relevant for, for example, experience design in VR/Augmented Reality.
Of course, introducing digital learning does not exclude the use of non-digital learning means, which requires research, and the interaction between many different types of learning.
In Denmark, the stakeholders have strong traditions in learning and compared to a number of countries around us, the stakeholders are already quite good - both at using digitally supported learning in teaching and at developing digital teaching aids.
Pendula Solutions can help with virtual reality for learning, community and experiences
In general, the evidence that the new virtual reality technology is a good learning tool is extremely lacking, concludes Lasse Jensen in a scientific article published in the journal Education and Information Technologies.
If you would be interested in hearing more about how you can strengthen teaching by using virtual reality, please call or write to Pendula Solutions.
In other words, some of the possibilities in virtual reality are that the stakeholders can meet in the same room and share experiences with people on the other side of the globe, the stakeholders can go back to the past, and the stakeholders can experience the world as a different one.
Some of the biggest virtual reality projects abroad are about creating community in the virtual worlds. VR opens up completely new forms of teaching, where you can easily go back in time, into the human body or out to distant lands.
In general, the evidence that the new VR technology is a good learning tool is extremely lacking. Lasse Jensen concludes this in a scientific article, published in the journal Education and Information Technologies. But in what connection? Virtual reality is much more than just VR glasses, but can also be used in e-learning. Pendula Solutions has explained this in Odense: Virtual reality Odense.
Because there is a lack of documentation that VR (VR) is as revolutionary a learning tool as the retailers claim, concludes a Danish researcher in a new study.
Schools and educational institutions risk throwing money out the window if they buy VR glasses to make teaching better.
In relation to the interaction dimension, VR can also contribute to this if the students are allowed to talk to each other during the lesson in connection with the learning.
You can explore the world in completely new ways, and potentially it can even help with training within the pharmaceutical industry and other industries – Prototyping has already become pretotyping with virtual reality. Pendula Solutions has created a VR learning application for Rigshospitalet: Virtual reality Righospitalet.
It is a challenge for many industrial companies, and the stakeholders have, in collaboration with a number of them, developed prototypes of how they can use augmented reality.
Training in VR is also used across industries for teaching and training everything from safety, eye for the ball, fitness as well as complex technical procedures, e.g. With this project, the aim is to create the first library-specific experiences with VR in order to be able to pass on concrete recommendations and inspiration to other libraries that are interested in the technology's potential for dissemination and learning activities: Virtual reality learning.
Across companies' activities, decisions are made, knowledge and learning are shared, data is collected, and products and solutions are presented, all of which can be made more efficient and made more engaging and educational through the use of 3D on these platforms.
Principal Sune Agger follows the virtual reality project closely, and he was also the first to put on the glasses when Søren Læssøe Mathiesen presented the new teaching equipment to a group of managers and teachers at Learnmark Gymnasium HHX and HTX: "Using virtual reality is of course included to increase the fun factor and thus the motivation in teaching. VR is gradually becoming part of the teaching at Learnmark Gymnasium HHX and HTX.
Central to exploiting the potential of using digitally supported learning are issues of handling and utilization of the large amounts of data that are generated when working with the digital learning technologies, as well as the possibility of evidence and research based on these.
Research into new technologies, as well as how these and existing technologies can be used for learning, is important. At the same time, the opportunities to learn are developing, as new learning technologies, which enable us to learn more deeply, more individually, more flexibly and more efficiently, are also based on the new exponential technologies.
Finally, the stakeholders can facilitate a workshop where, together with other mediated heads, you get the opportunity to turn thoughts and ideas about how virtual reality can create better and more qualified development as well as learning in your company. You will gain a concrete understanding of VR/Augmented Reality technology's experiential significance, effect and application possibilities for both the business and entertainment industries. In addition to simulating products in various virtual environments, it is possible to use the strong visual input VR has as input for sensory stimulation.
Pendula Solutions virtual reality and learning
Contact Pendula Solutions for an offer development of virtual reality software for psychological practices, learning or general VR material.
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