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Check out this 2024 research comparing Agents to other educational approaches

2024 Research

A Potential Future of Technology in the Classroom

A Condensed Review of “A Perspective Review on Integrating VR/AR with Haptics into STEM Education for Multi-Sensory Learning” by Filippo Sanfilippo, Tomas Blazauskas, Gionata Salvietti, Isabel Ramos, Silviu Vert, Jaziar Radianti, Tim A. Majchrzak, & Daniel Oliveira

Photo by zedinteractive on Pixabay

This was an article discussing the potential future regarding Augmented Reality (AR) and Virtual Reality (VR) in classrooms. Apps like Agents of Discovery use these technologies in an educational environment, so seeing how they are used in formal education can impact the way our app works moving forward. Our summary here is part of a new effort at Agents of Discovery to provide updates on exciting new work coming out of academic and practitioner settings around the world. Check back every few weeks for new summaries!

Over the last two years, education systems have been looking for new ways to engage students in learning from home. However, educators in this article noted the lack of hands-on lab work and practical activities, which are crucial aspects of learning, particularly in Science, Technology, Engineering, and Mathematics (STEM) subjects.

The differences between VR, AR, and haptic technology are the ways in which users are immersed in it. In virtual reality, users’ sight and hearing are immersed in the virtual technology. In augmented reality, the technology is overlaid onto the environment the user already exists in. Haptics utilizes the user’s sense of touch to engage with the technology.

The authors of this article recognized that because the Learning by Doing (LBD), Problem Based Learning (PBL), and Active Learning (AL) approaches are student-led, they are integral to STEM learning. These techniques allow students to be fully engaged with their learning. Other important learning techniques are those that engage multiple senses, particularly sight, hearing, touch, and movement. Virtual reality, augmented reality, and haptic technology have the potential to mimic some of these senses, allowing multi-sensory learning to be more readily available for students.

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Virtual Reality can immerse students in their learning, thus allowing them to engage with the content on multiple levels.

Learning on a virtual platform provides students with the ability to engage with their learning in a safe and cost-effective way that doesn’t require close contact with their instructor or peers. There are a few steps educators would need to take in order to widely implement VR, AR, or haptic technology into classrooms, but the authors believe that the educational use of these technologies is endless.

A big limitation to bringing VR, AR, and haptic technology into the classroom is the lack of research that relates the technology to its educational potential. Most research focuses more heavily on the technology in a commercial setting. Another limitation they addressed was the affordability of the technology. Currently, it is unreasonable to expect students to buy the hardware associated with VR, AR, and haptic technology. However, the authors predict that, like smartphone technology, these technologies will become more affordable as more research is conducted on them.

This article shows that there’s still a lot of work to be done before VR, AR, and haptic technology can be used in classrooms, but research into these technologies is growing rapidly. As educators utilizing tech to teach, we at Agents of Discovery can’t wait to see what comes next. See how Agents of Discovery uses AR technology to help educators engage their students in a whole new way.

 

References:

Sanfilippo, F., Blazauskas, T., Salvietti, G., Ramos, I., Vert, S., Radianti, J., Majchrzak, T. A., Oliveira, D. (2022). A Perspective Review on Integrating VR/AR with Haptics into STEM Education for Multi-Sensory Learning. Robotics, 11(41), 1-20. https://www.mdpi.com/2218-6581/11/2/41