The Learning Curve of Reality

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Journal Title
Journal ISSN
Volume Title
School of Arts, Design and Architecture | Bachelor's thesis
Date
2019
Department
Major/Subject
Mcode
Degree programme
Muotoilu
Language
en
Pages
46 + 11
Series
Abstract
Augmented reality, (AR) Virtual reality (VR) and Mixed reality (MR) are revolutionizing our industries. In this study, we focus on how this technological leap will revolutionize the education industry. The main focus is on virtual reality. Learning is not revolutionizing just because new tools are available. Learning is revolutionizing because it must. All work requires more and more rapid learning. Old learning methods and ways to provide information alone are no longer enough. Virtual reality, augmented reality and mixed reality must be seen as enablers in different aspects of life. It is essential to understand how and where these ever-evolving technologies can be applied. The purpose of this thesis is to explore and discuss the benefits, challenges, opportunities, problems and places of these virtual enrichments in the learning environment. The information is compiled from a variety of sources from the various fields that deal with virtual learning. The material of the thesis is collected through interviews, literature and work experience in developing and testing immersive educational products in Lyfta OY. This study discusses the current role, disadvantages and benefits of the virtual learning environments, but also reflects the future of the ever increasing and prominent role of these virtual enablers in the learning environment. So far, the new methods have been proven to be useful and effective in both learning and teaching. In virtual learning, experiential learning embodies the topic to be taught making it more meaningful. The individual learning curve can, therefore, be steeper, and learning is more profound and longer lasting. There is much potential and as always with revolutionizing technological inventions, also challenges. Virtual possibilities do not serve all learners from various reasons and thus are not equal. However, that does not make them any different from other learning methods. By offering versatile ways to learn we take more and more learning styles into account, and this is the way to make education more equal and accessible in the classroom.
Description
Supervisor
Puintila, Simo
Thesis advisor
Miettinen, Eero
Keywords
virtual reality, education, EdTech, design, augmented reality, special educational needs and disabilities
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Citation