Topic: Emerging Technology
My Session Status
Delivering experiential education via AI-powered simulation: Addressing pedagogical, usability, and implementation issues
Glen Farrelly, Athabasca University
Track: Institutional technology/ Volet: La technologie institutionnelle
Type: Innovative teaching, technology or design technique
Name of the innovation: AI-Powered Online Educational Simulations
Type of innovation: Technology
How the innovation works:
Simulation software powered by artificial intelligence (AI) can be used to make it viable to deliver online, interactive, experiential learning experiences that scale well to large student numbers as well as offer student flexibility in terms of timing of their lessons.
How to apply the technique:
The simulation software with embedded learning resources can be used comprehensively replace a traditional course approach with lectures, textbook and course discussion for online-only courses or it can be used to offer participative elements such as hands-on exercises and interactions based on course material and planned learning outcomes. Once it is determined to what extent one wants to use the technique for their course delivery, one must determine how to structure the use of the technology. One approach involves structuring the interactions so as to facilitate more instructor involvement and overseeing of the students’ simulation interactions, while another approach involves a more streamlined approach with less opportunity for instructor intervention.
Case Study] Integrating Virtual Reality in Higher Education: The Faubourg à m’lasse
[Étude de cas] Intégrer la réalité virtuelle dans l'enseignement supérieur : Le Faubourg à m'lasse
Robert Beauchemin, Antonia Tripa and Ping Ng, KnowledgeOne
Track: Learning experience design/ Volet: Conception des expériences d’apprentissage
Type: Case study in innovation
Name of the case: [Case Study] Integrating Virtual Reality in Higher Education: The Faubourg à m’lasse
Focus of the case: Technology
Background:
Via VR technology, the online Concordia course SOCI 280 – Debates & Challenges in contemporary Quebec Society, brings the story of the Faubourg à m’lasse to life for an exploration of its residents of the past, who in the 1960s had to be displaced. On the order of the City of Montreal, this entire neighborhood was demolished to be replaced by a modern new urban mega-project. Today, the Maison Radio-Canada stands in that area.
Problem addressed by the case:
The team at eConcordia had to bring to life material from the past, as the Faubourg was demolished in 1963. The students could not visit the district today in order to relive its history.
Solution devised:
Virtual Reality’s ability to fully immerse gave us an answer: we could, literally, bring the students back to the Faubourg in Virtual Reality.
Process for developing the solution:
Fortunately for the team, before its demolition, the Faubourg had been meticulously documented with photographs, film footage, testimonies and audio recordings. Using this trove of archival material as a reference and consulting records from the CBC/Radio-Canada and Bibliothèque et Archives nationales du Québec (BAnQ), the team reconstructed a historically authentic Faubourg apartment of the 1960s virtually in a game engine.
Let’s try this again.”: Deliberate Practice in Teacher Education using Virtual Reality Scenarios
Teresa Hernandez-Gonzalez and Remi Arora, Concordia University-
CANCELLED
Track: Learning experience design/ Volet: Conception des expériences d’apprentissage
Type: Innovative teaching, technology or design technique
Name of the innovation: VR tool for teacher education
Type of innovation: Teaching
How the innovation works:
Leveraging the benefits of Virtual Reality in terms providing immersive, reiterative processes that can lead to develop of mastery in low-risk environments.
See further explanation in the abstract: https://www.dropbox.com/s/pwsiajxukvgy3n2/Abstract.pdf?dl=0
How to apply the technique:
Currently in the design phase we are developing our set of Best Practices for its implementation. The pre-service teachers in a teacher education program will practice with the VR headset and “live” the experience. In a "choose your own adventure" frame, they will be able to test their hypothesis and see the consequences of each. Reflective discussions afterwards will highlight patterns and make the aware of the characteristics of the most "appropriate" options in each scenario.
Discussion