Engagement Concept 1: Augmented Reality and Virtual Reality
In the Ted talk by Dr. Dakeev, he shares why AR and VR tech are not only for entertainment, but will be a major factor in the future of nearly every industry. The concept that all information be made readily available to all people, at any time. When information can be shared and analyzed in real time, learners can process that information at their own pace. The result will be the same for anyone that properly uses the technology, which is to have a better real-world application of the information. Many Augmented Reality programs are reactive to the real-world objects that a user is interacting with, while Virtual Reality would be more of a controlled environment. “Perceptual curiosity is characterized by reflexive reactions to unexpected and intrusive stimuli such as a loud noise or unexpected movement detected in one’s peripheral vision and it is resolved as soon as the cause of the stimulation is perceived and determined to not be dangerous.” (R.A. Reiser., J.V. Dempsey., 2019, p.80)
When we can mitigate known risks, we can better assess how to prevent a catastrophic event. In fields of work where there is potential of loss of life, much of the muscle memory can be learned in simulated classrooms, where the consequences aren’t permanent. The more exposure a person has in simulations, by the time they’re performing the task in reality it is now more of a reflex.
Engagement Concept 2: Artificial Intelligence
Speaker: Neuroscientist Anil Seth-July, 2017
In this video neuroscientist Anil Seth introduces the idea that every person has an AI based personal tutor. “Feeling good about accomplishments and not inappropriately bad when not successful is a result of several external and internal factors.” (R.A. Reiser., J.V. Dempsey., 2019,p. 81) Artificial Intelligence could make faster connections than any living person, but every person can use these connections to improve their own understanding of reality. In the world of medical science, Artificial Intelligence can interact with nanobots through various control systems. There can essentially be a world that this technology can work in conditions unfit for humans, or even within the human body to fight any virus.“Artificial General Intelligence represents the ultimate goal of many A.I. researchers-a machine with a full range of cognitive abilities.” (R.R. Khan, 2024) It’s kind of something that is inevitable, the stone has been lifted and we must be ready for the snake. History has shown, we have lost many to the venom, but countless more have been saved by the antidotes synthesized by scientists. A.I. has with it the potential of many threats, however what we stand to gain through proper mediation is to be super intelligent beings that are capable not only of living harmoniously among each other, but with virtually any and every other living being we encounter. Becoming self-aware is exhausting, and A.I. has not slept. Thankfully the hardware and software process energy differently than bio-living organisms. Early development of natural language software dates to 1966, when programmer Joseph Weizenbaum gave the world ELIZA. This computing ability would not hold up by many modern user’s standards, however it is the foundation for the more advanced and powerful ChatGPT. If not for Alan Turing’s method The Imitation Game conversation algorithms would evolve to more natural conversation. Many have computer linguistic programs have been developed since such as Parry, A.L.I.C.E. (Artificial Linguistic Internet Computer Entity), Jabberwacky, Mitsuku, Alexa, Siri and of course today we know ChatGPT to be the leading open generative speech software. That isn’t even getting into the images, video, music, and many other avenues. A.I. has the potential to bring a golden age of humanity, or the dark age. It all depends on how we work with the software, and nurture the growth like a parent would care for their own offspring.
Engagement Concept 3: Gamification-June, 2020
This video from What-Is explains that with the development of modern technologies such as Augmented Reality and Virtual Reality being reinforced and refined to perfection with A.I. and the brightest human minds. There is a Chinese proverb that later was paraphrased by Benjamin Franklin that said: "I hear and I forget. I see and I remember. I do and I understand."(Chinese Proverb, n.d.) Gamification is a strategy that is very inclusive education, because the student must engage to see progress. Nearly every game in history is based on that simple principle, you must play to win. “Based on empirical data, the exercise of volitional control is like exercising a muscle; it can be exerted with great energy for a limited period of time but then becomes fatigued and requires rest in order to regain strength.” (R.A. Reiser. J.V. Dempsey., 2019, p.80) With games becoming more immersive our engagement feels more natural. When the hardware isn’t bulky and uncomfortable, or the resolution isn’t pixelated; The line between what is and isn’t reality is very hard to define. Using gamification as a strategy to involve and educate every student, with personalized profiles will make for a more manageable and cohesive learning process. When Instructors and students can communicate clearly with little to no lag from anywhere in the world, that is where we are. Where we go from here depends entirely how we play the game.
References:
TEDx Talks. (2022, July 22). Development of AR and VR Tools for student Engagement in Higher Education | Ulan Dakeev | TEDxSHSU [Video]. YouTube. https://www.youtube.com/watch?v=kGa6wR9C-9Y
TED. (2017, July 18). Your brain hallucinates your conscious reality | Anil Seth | TED [Video]. YouTube. https://www.youtube.com/watch?v=lyu7v7nWzfo
What-Is. (2024, June 20). What is Gamification in Education and How Does It Enhance Learning? [Video]. YouTube. https://www.youtube.com/watch?v=4SpgDnjR4nY
Reiser, R. A., Carr-Chellman, A. A., & Dempsey, J. V. (2024). Trends and Issues in Instructional Design and Technology. In Routledge eBooks (4th ed.). https://doi.org/10.4324/9781003502302
Kahn, R.R., (2024). The AI Glossary: Demystifying 101 Essential Artificial Intelligence Terms for Everyone. In Kindle https://read.amazon.com/?asin=B0D195XPXP&ref_=kwl_kr_iv_rec_1
Codecademy. (n.d.). History of chatbots. Codecademy. https://www.codecademy.com/article/history-of-chatbots
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In the context of Augmented Reality (AR) and Virtual Reality (VR), these technologies represent transformative tools for learner engagement. According to Reiser and Dempsey (2019), curiosity in learners can be triggered through perceptual stimuli, which enhances engagement by making learning more interactive. This principle, termed "perceptual curiosity," is at the core of AR and VR experiences, where learners are immersed in virtual or augmented environments that simulate real-world conditions. These environments provide learners with safe, simulated spaces to practice tasks that would otherwise be dangerous in the real world, such as performing medical procedures or responding to emergencies (Reiser & Dempsey, 2019).
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