M. L. McLain

Abstracts

2 Visualize Global Warming and Its Consequences Using Augmented Reality

Authors: Kamal Bijlani, R. Jayakrishnan, M. L. McLain, K. R. Parvathy, R. Rao Bhavani

Abstract:

Augmented Reality (AR) technology is considered to be an important emerging technology used in education today. One potentially key use of AR in education is to teach socio-scientific issues (SSI), topics that inure students towards social conscience and critical thinking. This work uses multiple markers and virtual buttons that interact with each other, creating a life-like visual spectacle. Learning about issues such as global warming by using AR technology, students will have an increased sense of experiencing immersion, immediacy, and presence, thereby enhancing their learning as well as likely improving their ability to make better informed decisions about considerations of such issues. Another advantage of AR is that it is a low cost technology, making it advantageous for educators to adapt to their classrooms. Also in this work we compare the effectiveness of AR versus ordinary video by polling a group of students to assess the content understandability, effectiveness and interaction of both the delivery methods.

Keywords: Global Warming, Augmented Reality, virtual buttons, multiple markers

Procedia PDF Downloads 262
1 Gamification to Enhance Learning Using Gagne's Learning Model

Authors: Abhishek, Kamal Bijlani, R. Jayakrishnan, M. L. McLain, R. Sreelakshmi, Rajeshwaran, Bhavani Rao

Abstract:

Technology enhanced learning has brought drastic changes in the field of education in the modern world. In this study we explore a novel way to improve how high school students learn by building a serious game that uses a pedagogical model developed by Robert Gagne. By integrating serious game with principles of Gagne’s learning model can provide engaging and meaningful instructions to students. The game developed in this study is a waste sorting game that can easily and succinctly demonstrate the principles of this learning model. All the tasks in the game that the player has to accomplish correspond to Gagne’s “Nine Events of Learning”. A quiz is incorporated in order to get data on the progress made by the player in understanding the concept and as well as to assess them. Additionally, an experimental study was conducted which demonstrates that game based learning using Gagne’s event is more effective than a traditional classroom setup.

Keywords: e-Learning, Technology enhanced learning, game based learning, sorting and recycling of waste, Gagne’s learning model

Procedia PDF Downloads 390