虚拟教学:VR和AR技术的未来学习场景

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摘要

现代教育和科学正处于积极实践实施数字技术的阶段,旨在提高教育过程的效率。第四次工业发展浪潮提供了数字和技术解决方案,通过使用增强现实和虚拟现实等沉浸式技术来增强实际学习体验。本研究的目的是评估使用当前可用的虚拟现实/增强现实(VR/AR)技术的可能性,并为提高教育过程的质量提出具体建议,同时探索沉浸式教育发展的有前途的领域。本研究采用基于标准的方法选择创建教育虚拟内容的最佳工具。这一选择是根据评估所研究云资源的重点技术和技术能力的专门指标的计算,从目前可用的相关数字平台的研究术语中进行的。基于本研究的结果,我们确定了当前最优的、可用的教育内容创建方式,使用户有机会使用VR/AR技术,而无需获得特殊的技能和能力。提出了已经浸入并可以适应不同教育部门的教学场景。考虑了教育VR/AR技术进一步发展的可能向量,并形成了一个假设,即需要在实施沉浸式和虚拟教育过程中使用真实经验,以调整和缓和教育4.0范式背景下全球教育的未来发展。本研究的结果表明了沉浸式和虚拟教育空间领域的动态发展,为使用现有工具创建虚拟教育内容提出了实用建议,并指出了研究领域发展的科学支持不足的问题,这需要在文明演变的转型过程中采用系统的方法和普遍接受的策略。根据研究结果,建议积极引入可用的基于云的平台,将虚拟教育内容创建到教育过程中,并使用已经适应并转化为在教育过程中使用VR/AR技术的教学场景的术语。有必要不断监测和调节在教育空间中涉及沉浸式和虚拟化工具的过程。
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Virtual Pedagogy: Scenarios for Future Learning with VR and AR Technologies
Modern education and science are at the stage of active practical implementation of digital technologies aimed at improving the efficiency of the educational process. The fourth wave of industrial development offers digital and technological solutions that enhance the practical learning experience through the use of immersive technologies such as augmented and virtual reality. The purpose of this study is to assess the possibilities of using currently available Virtual Reality / Augmented Reality (VR/AR) technologies and to develop specific recommendations for improving the quality of the educational process, as well as to explore promising areas for the development of immersive education. The study used methods of criterion-based selection of the optimal tool for creating educational virtual content. This selection was made among the research nomenclature of currently available relevant digital platforms based on the calculation of specialised metrics for assessing the focal technical and technological capabilities of the studied cloud resources. Based on the results of this study, the optimal and currently available means of creating educational content has been identified, which provides users with the opportunity to use VR/AR technologies without acquiring special skills and abilities. Pedagogical scenarios that have already been immersed and can be adapted to different sectors of education are proposed. Probable vectors for the further development of educational VR/AR technologies are considered, and a hypothesis is formed about the need to use real experience in implementing immersive and virtualised educational processes to adjust and moderate the future development of global education in the context of the and Education 4.0 paradigms. The results of this study indicate the dynamic development of the field of immersive and virtualised educational space, formulate practical recommendations for using currently available tools for creating virtual educational content, and also point to the problem of low scientific support for the development of the studied field, which requires a systematic approach and a generally accepted strategy in the transformational processes of civilisational evolution. According to the results of the study, it is recommended to actively introduce available cloud-based platforms for creating virtual educational content into educational processes, as well as to use a nomenclature of pedagogical scenarios that have already been adapted and transformed to the use of VR/AR technologies in educational processes. It is necessary to constantly monitor and moderate the processes of involving immersive and virtualisation tools in the educational space.
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