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Topic: Emerging Technology

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What:
Talk
When:
1:00 PM, Tuesday 3 May 2022 (1 hour)
Where:
  Virtual session
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Themes:
Track: Institutional TechnologyTrack: Learning Experience Design

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.

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