This paper proposes the design and application of an immersive virtual reality system to improve and train the emotional skills of students with autism spectrum disorders. It has been designed for primary school students between the ages of 7-12 and all participants have a confirmed diagnosis of autism spectrum disorder. The immersive environment allows the student to train and develop different social situations in a structured, visual and continuous manner. The use of a computer vision system to automatically determine the child's emotional state is proposed. This system has been created with two goals in mind, the first to update the social situations, with the student's emotional mood taken into account, and the second to confirm, automatically, if the child's behavior is appropriate in the represented social situation. The results described in this paper show a significant improvement in the children's emotional competences, in comparison with the results obtained until now using earlier virtual reality systems.
The work of teaching is fundamental for achieving Agenda 2030, which defends the importance of improving quality in education (Sustainable Development Goal SDG 4), gender equality (SDG 5) and responsible consumption (SDG 12). Thus, the aim of the present study was to analyse teachers’ self-perceived digital competence as regards their eco-responsible use of technology. A total of 259 teachers in Preschool, Primary and Secondary Education in the Valencian Community (Spain) completed the 14-item questionnaire designed and validated by Barragán et al. (2020). Added to this were two open questions. The data collected then underwent quantitative (descriptive and comparative) and qualitative (conventional and summative content) analysis. Notable among the results were the low levels of knowledge and training regarding the environmental impact of technologies and the use of preventive measures. In addition, differences were found as regards gender, with males having a more positive self-perception, especially those teaching in Secondary Education. The information about training they provided in their narratives supported the quantitative findings. Their voices also led to the uncovering of proposals on how to teach eco-responsible practices and attitudes regarding the use of Information and Communication Technology (ICT). Finally, teacher training was identified as the main problem but also the main solution. All efforts should therefore be directed towards training teachers in the eco-responsible use of ICT following a holistic approach to sustainability.
A systematic review of online writing interventionsJudit García. Salamanca (España). Carmen Álvarez. Santander (España). Sheila García. León (España).• CodES: herramienta de visualización para desarrollo de pensamiento algorítmico . . . . . . . . . . . . 21/33CodES: visualization tool for developing algorithmic thinking Javier A. Jiménez. San Juan de Pasto (Colombia). Cesar Collazos. Popayán (Colombia). Manuel Ortega. Ciudad Real (España). • Analítica de enseñanza y aprendizaje en cursos de programación .
This paper examines the possibilities of Mixed Reality, the combination of two emerging technologies—Augmented Reality and Virtual Reality—in university education. For this purpose, an object was elaborated in Mixed Reality that underwent the evaluation of 44 first-year students from the degree in architecture who were enrolled in the subject “Mathematical Foundations for Architecture.” The instrument utilized was based on the TAM model, which analyzes the degree of acceptance of the technology used. The analysis of the responses provided by students supported the 23 hypotheses formulated in this study. It was found that MR significantly influences the perceived usefulness and ease of use. The results imply that MR utilization has positive effects on the mathematical teaching-learning processes in architecture from the students’ perception of their mastery of technology. It becomes necessary to offer support to those university teachers who promote the use of active MR-based methodologies in classrooms.
The use of school gardens as an educational practice in Spanish educational centers has recently regained greater prominence and significance, especially within the framework of the 2030 Agenda on Sustainable Development. However, the presence and visibility of school gardens as well as the ways in which centers use them remain little known to the educational community. Furthermore, in a world where our lives are increasingly governed by the digital and the Internet, social networks arise as fantastic tools to give prominence and disseminate the educational actions which take place in schools. Seeking to ascertain the extent to which school gardens are visible and present on social media, as well as how schools use those school gardens, we carried out the collection and analysis of the last 100 posts appearing with the hashtag #huertoescolar on three social networks: Twitter, Facebook and Instagram. It follows from the results obtained not only that educational centers record these practices preferably on Twitter, then on Facebook and finally on Instagram, but also that they utilize school gardens mostly to ensure the practical application of the theoretical contents taught in different academic subjects as well as to encourage students’ environmental awareness. Greater use of school gardens is still needed to work on Sustainable Development Goals, though.
Although the first designs of devices for accessing computer-generated virtual worlds date back over half a century, two factors needed to come together to create the explosion of Virtual- Reality-related projects we have seen in recent years. The first was the progressive increase in the computing power of general-purpose computers. The second was the reduction in the cost of de- vices needed to access this technology. In this paper we conduct a meta-analysis of 15 educational projects that employed Immersive Virtual Reality technology in the classroom between 2015 and 2020. For this analysis we examined variables such as the projects’ objectives, the educational sta- ges and courses in which they were used, their subject matter, and the software and type of devices employed. Our results show that most of these projects were conducted in 2020 and that the aims of the projects were to develop students’ interest in a field of knowledge or to analyse their effective- ness in enabling students’ acquisition of concepts. We also found that secondary education was the educational stage at which most initiatives were developed and that low-cost devices such as Google Cardboard were mainly used. However, this homogeneity in hardware was not reciprocated when it came to software, which was much more fragmented. The latter result highlights the difficulties teachers may have when selecting suitable tools for initiatives involving Immersive Virtual Reality
The incorporation of mixed, virtual, and augmented reality into the educational context takes place in this study through the development of a 3D object shaped by the artistic expressions of the Church of the Annunciation in Seville. In a study of an experimental and exploratory nature with a single group, we worked with a total of 20 students enrolled in a Master’s degree, taught at Seville University, under the title of “Arte: idea y producción” (Art: idea and production). A questionnaire based on the “Technology Acceptance Model” (TAM) was used to ascertain the degree of acceptance that the utilized technology had created among students after their participation in the experience. Likewise, the questionnaire permitted understanding of the assessment made by students concerning the presented objects. Among the results obtained, it is noticeable that the participating students show a high level of acceptance of augmented and virtual reality technologies, alongside favorable attitudes towards their utilization and the intention to use them. It is worth highlighting as a significant conclusion that the exploratory study was performed within a real classroom situation, suggesting that both technologies can be applied in formal training environments.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
334 Leonard St
Brooklyn, NY 11211
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.