Virtual reality (VR) and augmented reality (AR) are quickly gaining traction at the University as effective technologies for teaching and learning.
With VR in particular, it is tempting to imagine a world in which students fit their headsets for a complete University experience. However, as these four films show the reality is more interesting at UON with academics exploring how these technologies can be used in a wide range of creative ways in the classroom.
The first film explores how in 2022-23 Senior Lecturer in Marketing Kardi Somerfield worked with the Police Fire and Commissioners office on a live VR brief to create a virtual reality scenario to promote safer student experiences in Northampton.
(Click the images or text links below to launch the videos in a new tab)
Using a RiVR Link system the Second-year Digital Marketing students conceptualised, planned, recorded, edited, and released their unique VR experience with accompanying branding including flyers, T-shirts, and signage.
The project was launched to widespread acclaim and media attention, providing the students with highly valuable digital skills. It is an exemplar of how VR technologies can be used creatively as content creation tools in subject areas that are non-technical.
The second film looks at how the subject area of Health is using VR and XR technologies. Sims Lead Kate Ewing and Nursing Senior Lecturer Hannah Cannon discuss how VR software is helping to develop nursing students’ critical skills through the use of interactive hospital scenarios. The simulation tools are used in combination with debriefing discussions that provide rich learning experiences matching the tutor’s individual learning outcomes.
Our next video case study focuses on how Senior Lecturer in Games Design David Nicholls works with his students to create prototype VR games. He discusses how VR and XR are areas that are both very popular with students and have huge potential for their future employability. So much so, that he is currently collaborating on the development of VR projects across multiple subject areas within the University.
And finally, the last film in this series looks at how the University’s CENTRE FOR ACTIVE DIGITAL EDUCATION (CADE) has launched a number of Special Interests Groups (SIGs) for new technologies such as XR (including MR, VR and AR), Artificial Intelligence (AI), Distance Learning (DL) and Game-Based Learning (GBL).
Head of Learning Technology Rob Howe explains that CADE is a platform for creative discussion on the teaching and learning opportunities afforded by these extended reality technologies, and how by taking a strategic approach to the development of XR and working collaboratively more students and staff will benefit from our expanding expertise in this area.
For more details on the CENTRE FOR ACTIVE DIGITAL EDUCATION (CADE) and to join the discussions please see: https://www.northampton.ac.uk/research/research-institutes-and-centres/centre-for-active-digital-education-cade/
Presentation at: Teaching and supporting a digital future: UoN Showcase 4th February 2022
Emma Whewell and Helen Caldwell (Associate Professors) share their recent paper on: Changemakers as digital makers: Connecting and co-creating. Written in collaboration with Mark Frydenberg from Bentley University, Boston USA and Professor Diana Andone, University of Timisoara, Romania, published in Education and Information Technologies (January 2022)
This paper presents data from two international projects focused on the interaction between changemaking and digital making in university students. The data is drawn from the contributions of 63 university students located in the United States, Romania, Spain, Belgium, Norway, Denmark and England. Using a design thinking methodology and a thematic analysis of student responses, the aim was to understand how the creative use of immersive technologies, such as augmented and virtual reality, might create an environment for changemaking practices in an international context. Findings suggest that students demonstrated not only enhanced digital skills and student engagement but increased cultural competence and global mindfulness. International digital collaboration can create conditions for students to develop changemaker attributes and identify as changemakers within the spheres of entrepreneurship and education, preparing them to be a force for change in the world.
The article is available here: https://link.springer.com/article/10.1007/s10639-022-10892-1
The recording of the event is available to view
Rob Lambert, Senior Lecturer and Programme Leader for BA Games Design, FAST.
Presentation at: Teaching and supporting a digital future: UoN Showcase 4th February 2022
A dive into the experience of producing a commercial learning product:
3D Gamified training simulation tool for the National Fire Chiefs Council which will educate UK business owners around the laws, protocols and proper conduct relating to fire safety within their premises.
⦁ Getting the project going.
⦁ How we hope to measure the impact of the learning tool.
⦁ How we first intended to gamify learning, how we now intend to gamify learning.
⦁ Production management: Challenges, Milestones and progress, Working with a team of Graduates (925 Studios).
⦁ What may be next?
The recording of the event is available to view
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