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| ==== Definitions ==== | | ==== Definitions ==== |
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| * Digital solution "types" can include but are not limited to the following technologies: virtual reality, augmented reality, mobile devices, and computers. | | * Digital solution "types" can include but are not limited to the following technologies: virtual reality, augmented reality, mobile devices, and computers. |
| * The "effectiveness" of a solution will consider user engagement and behaviour change. | | * The "effectiveness" of a solution will consider user engagement and behaviour change. |
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| ==== Virtual Reality (VR) ==== | | ==== Virtual Reality (VR) ==== |
| + | Virtual reality can improve education by providing students with memorable and immersive experiences that would otherwise not be possible. Within a classroom, VR can easily take place while being monitored by teachers. A virtual reality learning session provides active experience rather than just passive information. Students are able to understand complex concepts, subjects, and theories. From another perspective, virtual reality gives teachers the ability to adapt learning to technology and improve the level of engagement that students have on a regular basis. |
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| ==== Augmented Reality (AR) ==== | | ==== Augmented Reality (AR) ==== |
| + | Augmented reality is less common in the education sector, but more commonly used in higher education. AR can be seen in a wide range of applications to create educational material. Teachers have the opportunity to materialize abstract concepts to help student visualize and understand challenging subjects. This is especially helpful when teachers want to bring science concepts to life. |
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| ==== Mobile Devices ==== | | ==== Mobile Devices ==== |
| + | Education via the Internet or network using personal mobile devices is becoming increasingly common and useful for students. Students are able to learn in a way they are comfortable since mobile devices are part of their daily lives. In addition, they are able to access educational apps and learn at their own pace in the classroom. Smartphones specifically allow for social learning with the advantage of interacting with peers and teachers regarding course work and questions. Mobile devices hold multiple benefits as a teaching aid, including improved learning outcomes, increased engagement among students, and an easier ability to keep students up to date about assignments. |
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| ==== Computers ==== | | ==== Computers ==== |
| + | Out of the four common types of digital technologies in the education sector, computers have been around for the longest and have revolutionized learning and the teaching profession in multiple ways. A main advantage is the easy accessibility to online education and research. With the help of the internet, students can find useful information about their projects and assignments while being able to store and organize their notes online. Online resources make learning more convenient and offer students better learning opportunities. |
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| === Group Discussions - Completed === | | === Group Discussions - Completed === |