Document Type

Presentation

Session Description

A case of rudimentary use of 360 Video, Virtual (VR) and Augmented Reality (AR) for academic library orientation is aimed to provide a team of one faculty and the director of the virtual lab with hands-on knowledge and experience regarding the application of these technologies in educational settings: http://web.stcloudstate.edu/pmiltenoff/bi/ 2016 has been considered the breakthrough year for VR and AR. Influential organizations for educational technologies, such as the New Media Consortium, the Pew Internet Project and the EduCause Center for Applied Research, predict a rapidly growing trend of these technologies in K−12 and Higher Ed in the next several years. Considering this trend, the team seeks low-end, pragmatic approach to the application of fairly expensive technologies in an academic environment with ever-shrinking opportunities. Further, the team explores the connection of these technologies with the gamification process in education. The experimentation process included assessment of learning outcomes and further collection of patrons’ opinions to assure student-centered approach for the entire endeavor.

Keywords

academic library, ar, augmented reality, gamification, gaming, gearvr, google cardboard, instructional technology, library, mixed reality, mr, technology, technology in education, virtual reality, vr

Related Website

https://www.slideshare.net/aidemoreto/vr-library

Start Date

8-3-2017 1:45 PM

End Date

8-3-2017 2:45 PM

Brief Biography of Primary Presenter

Plamen Miltenoff, Ph.D. Professor, pmiltenoff@stcloudstate.edu

Dr. Plamen Miltenoff is an information specialist and Professor at St. Cloud State University. His education includes several graduate degrees in history and Library and Information Science and terminal degrees in education and psychology. His professional interests encompass social media, multimedia, Web development and design, gaming

Creative Commons License

Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License

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Aug 3rd, 1:45 PM Aug 3rd, 2:45 PM

The Next Generation of Library Orientation. Discussion on the application of Virtual and Immersive Reality, 360 Degree Movies ,etc.

A case of rudimentary use of 360 Video, Virtual (VR) and Augmented Reality (AR) for academic library orientation is aimed to provide a team of one faculty and the director of the virtual lab with hands-on knowledge and experience regarding the application of these technologies in educational settings: http://web.stcloudstate.edu/pmiltenoff/bi/ 2016 has been considered the breakthrough year for VR and AR. Influential organizations for educational technologies, such as the New Media Consortium, the Pew Internet Project and the EduCause Center for Applied Research, predict a rapidly growing trend of these technologies in K−12 and Higher Ed in the next several years. Considering this trend, the team seeks low-end, pragmatic approach to the application of fairly expensive technologies in an academic environment with ever-shrinking opportunities. Further, the team explores the connection of these technologies with the gamification process in education. The experimentation process included assessment of learning outcomes and further collection of patrons’ opinions to assure student-centered approach for the entire endeavor.

http://pubs.lib.umn.edu/minnesota-elearning-summit/2017/program/53