EdTech and Emerging Technologies

Permanent URI for this collection

Browse

Recent Submissions

Now showing 1 - 3 of 3
  • Item
    Extended Reality in the World Wide Web: Investigating and Testing the Use Cases of WebVR Manuals
    ( 2022-01-04) Seiler, Roger ; Widmer, Daniel
    Web Virtual Reality (WebVR) extends the World Wide Web (WWW) in its possibilities by enabling it to present 3D objects. Past research suggests that this could enhance accessibility and calls for further research on user acceptance of this technology. This study conducts an online experiment with a manual for folding an origami figure and compares data from a classic approach versus one where a WebVR manual is presented. Time, quality, knowledge transfer, and motivation are measured, and mediation is tested for usability, cognition, imagination, and comprehensibility. Participants show higher levels of motivation, mediated by comprehensibility and less cognitive effort. The reduced cognitive strain enhances knowledge transfer. Furthermore, the time used is lower in the WebVR setting than in the traditional one. This effect is moderated by usability. Regarding quality, no significant effects are reported.
  • Item
    A Framework for Incorporating Serious Games into Learning Object Repositories through Experiential Learning
    ( 2022-01-04) Parakh, Abhishek ; Subramaniam, Mahadevan ; Chundi, Parvathi
    A learning environment Galore seamlessly combining serious games with generative learning objects based on experiential learning model is described. The learning object repository in Galore allows domain experts to elucidate knowledge concepts using parameterized learning objects in diverse formats such as text, visuals, interactive widgets, as well as embedded gamelets to provide a learning experience customized to student learning preferences. Reflective observation and abstract conceptualization zones are explicitly modeled to support the exploratory phases of the experiential learning model. The metadata associated with the knowledge components in the environment are used to develop algorithms that automatically retrieve and synthesize lesson plans for students to achieve a specified set of learning objectives. We illustrate Galore through a case study for secure quantum internet protocols using Python Jupyter notebooks. A total of 28 notebooks and 16 gamelets using Galore cover the foundations of secure quantum internet protocols.
  • Item
    Introduction to the Minitrack on EdTech and Emerging Technologies
    ( 2022-01-04) Khazanchi, Deepak ; Shekhar, Gaurav