I am trying to sideload the output of a Captivate VR project to my Oculus Go goggles and having no luck. Can someone explain the process or best practices?
In this exercise project Exercise_Lisbon 360_MatthiasNoll, I created a virtual 360 tour in Lisbon. Feel free to download and edit it for yourself:
- The 360 images had been taken from my GoPro Max camera
- The audio effects used in the project came from the Captivate library
When you want to play the actual eLearning go here: Lisbon 360 Virtual Tour + Quiz
When you want see how to build the 360 project from scratch, take a look here:
Please let me know if the project file helps you. Enjoy!
The post Exercise/Trial Project: Build a 360 virtual tour through Lisbon appeared first on eLearning.
In the last weeks, I tried out different ways to build virtual tours with Captivate and collected valuable feedback from this forum. Thank you for your remarks and ideas!
In this 4 minute tutorial, I’d like to show you my Captivate workflow to create interactive virtual tours in three easy steps:
- organize 360 footage
- place guiding hotspots
- insert educational content
You can play the final eLearning here: Lisbon 360 Virtual Tour + Quiz
Today’s digital world is filled with gizmos and gadgets, hence a lot of distractions! Finding new ways to make learning more interactive by Learning Management Software, to increase student engagement, and to improve knowledge retention has become difficult than ever. The question here is how can we use these modern technologies as a constructive tool in school education to make learning better than ever? Read through to find the answers.
The purpose of education is to make people learn, understand and remember things and if any of these isn’t covered, then the purpose remains unfulfilled.
The famous American polymath, Benjamin Franklin has very well stated the importance of experiential learning in education, that we tend to remember things we do. Hence, the answer to making education worthwhile is to provide new experiences to students. And the new-age technologies, Augmented Reality and Virtual Reality let you do this within the walls of the classroom.
Edgar Dale’s Cone of Experience: ‘Learning by Doing’
Edgar Dale, an American educator developed the Cone of Experience during the 1960s. According to the Cone of Experience, or the Learning Pyramid, learners retain more knowledge and information by what they ‘do’, rather than what they ‘read’, ‘hear’, or ‘observe’.
We remember 90% of what we do, and only 10% of what we read.
This research further encouraged the idea of ‘learning by doing’ which later came to be known as ‘Experiential Learning’ or ‘Action Learning’.
AR and VR: Changing the World of School Education
It is very well understood that experiential learning is much more effective than the other methods of learning. AR and VR are the technologies that promote kinaesthetic learning by providing schools with a highly engaging, interesting, and comprehensive immersive learning experience that can be controlled and managed within the classroom. These technologies have the potential to revolutionize the world of classroom pedagogy, making learning interactive and fun.
Augmented Reality in School Education
Student engagement plays a very important role for schools and teachers. It is one of the factors that decide other facets such as understanding of concepts and knowledge retention among students. With the help of Augmented Reality, teachers can get quick attention of learners which further improves student engagement.
Teaching and learning with Augmented Reality is very interactive and helps teachers to be actively involved in the process. Students enjoy watching the augmentation of 2D images to 3D interactive models on digital screens. Teachers, on the other hand benefit by focused immersion of students. They can teach as per their ease as they have the control of the devices by creating a flipped classroom.
It won’t be wrong if we call augmented reality the future of education. You don’t even need bulky equipment for its deployment. All you need is a mobile or a tablet and the plain 2-dimensional figures will get transformed into lifelike 3-dimensional models. You can explode the model and view every component and when done, join them all again to take a quick test. Whilst it incorporates experiential learning, you remember whatever you’ve done.
Virtual Reality in School Education
Virtual Reality is yet another ground-breaking technology that can transform the traditional methods of classroom teaching. The technology helps students to understand the toughest of abstract topics through immersive learning. Imagine how interesting it would be to take a tour inside the human brain or to travel in space amidst the beautiful constellations! All this is possible with Virtual Reality.
The technology lets students learn concepts in a distraction-free environment which further improves their concentration levels and helps them in understanding the most difficult topics in a very interesting way. Since students can virtually travel anywhere, they’re no longer bounded by the walls of a classroom.
The whole experience is very engaging and it helps learners retain most of the things learned as it incorporates kinaesthetic learning. After all, when you learn by doing, you remember things better.
Benefits of AR and VR for Schools and Teachers
If you still doubt the potential of augmented reality and virtual reality in school education, then the pointers mentioned below will change the way you think. Take a look.
- Multi-Sensory Experiences: Learning through AR and VR helps teachers to create multi-sensory experiences for students through truly immersive virtual content that incorporates kinaesthetic learning.
- Breaking Boundaries: It has always been difficult for teachers to make students understand abstract topics within the boundaries of a classroom. With the help of AR and VR, teachers can give students the ability to virtually travel to the physically inaccessible places.
- Amplified Student Engagement: Student engagement has always been one of the major challenges for schools and teachers. Hence, learning management systems powered with AR and VR help teachers by increasing student engagement through engaging and immersive content.
- Contextualised Learning: One of the most important benefits of AR and VR for schools is helping students learn through contextualised learning. With these modern-day technologies, teachers can bring the statues of ancient Greece to the classroom and further contextualise the learning by letting students view the same.
- Better Teacher-Student Collaboration: Teacher-student collaboration is yet another challenge for teachers and schools. This can be improved with the help of AR and VR as teachers are actively involved in the process.
Benefits of AR and VR for Students
Just the way Augmented Reality and Virtual Reality benefit schools and teachers, these technologies come with tremendous benefits for students as well. Below are some of the most interesting ones.
- Increased Collaboration and Teamwork: AR and VR not only help in improving teacher-student collaboration, it also helps in improving collaboration among students and nurturing teamwork.
- Better Understanding of Concepts: Augmented reality and virtual reality help students understand abstract topics in a better way which cannot be done with traditional methods of teaching. Students can get a 360-degree view of topics such as the human heart and see how it functions.
- Gamification of Learning: These technologies involve gamification of learning which makes the process fun and interactive. Students of all ages find virtual content very appealing, hence they are well engaged in the learning process.
- Distraction-Free Learning: AR and VR let students’ study in a distraction-free environment which helps in a better understanding of concepts and better memory.
- Kinaesthetic Learning: Since these technologies come with intelligent learning content, students can experience things happening around them. This is known as kinaesthetic learning which comes with benefits of its own, such as boosted long-term memory.
Augmented Reality and Virtual Reality are not only the technologies of future education but present as well. Hence, if you’re planning to get an EdTech solution for your school, you should opt for the one powered with AR and VR.
The post Augmented Reality and Virtual Reality in School Education appeared first on eLearning.
Virtual yet real – these two adjectives sound polar opposites, but they have revolutionized the way students learn nowadays. Education technology and ICT-based learning have changed the dynamics of classroom teaching, as it has become more interactive and experiential. Different technologies in education have elevated the level in which students grasp a concept. Virtual reality (VR) and augmented reality (AR) are a few of them.
Virtual reality or VR is immersive with the help of some specialized equipment you’re interacting with a computer-generated environment. Augmented reality or AR is non immersive meaning you’re superimposing sounds images and text.
As a kid, most of us must have thought of going and catching a glimpse of the amazing Northern Lights or for that matter, understand the scientific phenomena behind it. What if we can get the same experience and knowledge about it right here, right now, without having to travel all the way to Norway. Yes! This is very much possible with the help of virtual reality, which helps create a virtual environment, offering a realistic feel of being in the actual environment.
Immersive Experience Through VR
Imagine yourself sitting in a classroom, and the teacher explaining the laws of friction. It can be difficult for you to grasp the concept without any visuals. By deploying virtual reality, you can easily understand abstract concepts. For instance, without travelling to the Sydney Opera House in Australia, you can have a 360-degree view of one of the most famous performing arts venues.
Virtual reality gives a very engaging experience, and when rightly used in education, it can help in increasing the attention span of students. It is a three-dimensional world where a user can manipulate and explore while feeling as if he were in that world. In a virtual reality environment, a learner experiences complete immersion with the feeling of being inside and a part of that world and all sensory organs are utilized. The 360-degree view makes the graphics more Imagine yourself sitting in a classroom, and the teacher compelling and caters to better understanding.
Blend Digital Content with Classroom Teaching
Digital content empowers teachers. The right blend of digital content in the lesson plans ensures holistic teaching. The teaching-learning process had become student-centric. The use of technology always improves the engagement and retention level of the learners. When students can simulate the environment, they learn by doing.
Enhanced Experience Through AR
Augmented reality adds on to another dimension of learning as it allows us to augment any object in space, explore and interact with it. AR can be used in classrooms to change the way students interact with the real world. AR replaces printed textbooks, bulky models, and paper charts, offering portable and less expensive learning materials. No special equipment is required. As a result, education becomes more accessible. AR in the education sector in India has recently come into existence, yet it has begun to show its possible future potentialities.
A preschool curriculum can have augmented books and worksheets having graphics superimposed on them to provide a superb visual experience. Froggipedia, the iPad App of the Year across the world, is an augmented reality app that lets a user enlarge a frog in any ground plane and explore its different parts, allowing the user to dissect the amphibian virtually. There is an AR app for books where conceptual images can be mapped with the interactive models/activities and videos. The app initialises the augmentation when the camera of the device scans the image in the book. The 3D model gets augmented on top of the textbook, where the user can interact and have real-time experience, making learning interactive, fun and effortless.
VR and AR stimulate student interests deepen understanding and engage both the left critical and right creative sides of the brain for maximum innovation. With VR and AR students get to experience the benefits of holistic thinking as they craft their digital stories and to and once enable VR and AR so students can create and collaborate in 3D away from their desks throughout the school day. Students can begin using AR and VR as early as elementary school in fact many student gamers take to it instantly just imagine what children could do with creative tools.
Hi everyone just want help. I have published my captivate VR project but are unable to view it as it shows a black screen.
What is interesting is when I publish and are ask you want to view the published output it works.
Is there anybody with an answer for me?
From BP to KFC, huge companies all across the world are turning to virtual reality (VR) to train their employees. There’s no doubt that VR technology can take boring, traditional training and turn it into an immersive, hands-on experience. So why haven’t more eLearning companies jumped on the bandwagon?
It’s clear that VR is more than just a passing fad. Now that products like Google Cardboard make a VR headset that’s affordable and compatible with your Smartphone, VR is more accessible than ever. But most of the best eLearning companies still favor interactive learning modules and tutorials over VR integration when it comes to custom eLearning design.
Is VR too distracting to integrate into online learning or is there another obstacle preventing it from being used more commonly? Let’s break down the pros and cons of using VR in eLearning and blended teaching.
Benefits of Using VR in eLearning
1. Create an Immersive Learning Environment
This is the biggest draw of VR for educational purposes, it allows the learner to interact with new information in an immersive environment.
Google expeditions and virtual field trips can be great substitutes to exploring a new region or landmark when the person isn’t able to go there in person. Other companies offer VR environments designed to help improve soft skills like public speaking and interviewing.
Some of the most cutting edge eLearning companies have even created VR training for healthcare companies and the military. In this kind of high stakes environment, trainees are able to put their learning to the test in a realistic environment before they have to perform in their field, where making a mistake can have much bigger consequences.
2. Sparks Interest
Let’s face it, there’s something about those VR headsets that inspires excitement. When an audience is interested in a topic or training, they’re going to be more engaged and chances are the learning will be much more effective. Since creating effective learning is the goal of every instructional design company, this is hugely beneficial.
3. Active Learning Promotes Deeper Learning
A visually interesting, interactive learning environment where trainees can apply their knowledge is as close to on-the-job training as you can get. For many online learners, internships or cohorts aren’t an option, and VR fills that gap.
There’s a reason health professionals, teachers, military personnel and so many more professionals are required to get hands-on training before becoming fully trained: learning by doing is the best way to master a skill. Since the ultimate goal of eLearning companies and softwares is to design high quality, effective training, VR seems like a great way to get results.
Drawbacks of using VR in eLearning
This is probably the biggest obstacle when it comes to using VR to enhance training solutions- it’s just too expensive. Even though Smartphones have made VR more accessible to the masses, the capabilities required by many training courses would reach beyond what a learner can do at home with their phone.
The reason most companies choose eLearning solutions for their training needs is because they want to streamline effective practices for employees who are often in different locations. VR has limitations when it comes to online learning vs. face to face training since very few people can be trained at once.
Additionally, replicating the training across multiple locations would only be possible if all of those locations have the same VR capabilities with trained instructors (which brings us back to high cost).
New technology can sometimes be distracting. A trainee must first learn how to use the VR headset before he or she can complete their actual training which takes time.
Not to mention, our instinct when it comes to new tech is to play around with it. If you have a strict timeline that doesn’t allow for much exploration of the new tool, VR might not be right for you.
Is VR just a distracting new trend ..how much value does it add…what is the ROI..Do the ends justify the means? In the end, it depends. Every training scenario is different and needs to cater to a different audience. We think some audiences would not only benefit but thrive with the addition of VR. We are for example developing VR for the Power Industry , where actions like Pole climbing, derricking is better experienced through immersive technology, rather than a dangerous outdoor lesson. And such training requires additional insurance requirements for the risk.
On the other hand, not every training needs VR. The decision to include VR in your company’s training program would have to come with the support of upper management. There needs to a vision on how VR will integrate into your overall Training needs and scope.
If your vision for training using VR technology does not budget for the approvals on time ,effort and money to making it happen, it’s probably smarter to stick with a training method that is less complex.
Augmented and virtual reality already has built itself a niche in the entertainment and gaming industry, and now we’re seeing increased application in the corporate training industry. The augmented and virtual reality market was valued at around USD 26.7 billion in 2018 and is expected to reach approximately USD 814.7 billion by 2025, which means that we should see AR and VR becoming mainstream in a year or two. But what does it mean for corporate organizations should they choose to invest in AR/VR for the better development of their employees? Let us have a look.
Imagine that you have to train technicians to repair an expensive piece of equipment. Of course, you could bombard said technicians with the latest digital learning approaches that allow to them to understand how to repair that piece of equipment in theory. However, you’ll never be able to provide them the same knowledge as they would glean from actually trying to repair said piece of equipment. But since it is an expensive piece of equipment, you cannot just let anyone, let alone an inexperienced technician try their hand at repairing it. This is where AR/VR jumps in. Using VR you can provide the technician with a virtual model of the expensive machine, and allow them to carry out repairs in a virtual space, where there mistakes have no real-life consequences. This is just one of the applications of AR/VR in the field of learning and development/employee training. Let us discuss some more in this article.
- Real World Simulations
Well, the best way to train your employees to do their job efficiently would be on the job, with the leeway to try different approaches at doing a task, making mistakes, and learning through them. However, since organizations don’t have that kind of time, and because employees tend to make mistakes that could be costly and damaging, the next best thing is to create real world simulations of your workspace, and then allowing your employees to carry out tasks in them via AR/VR. This will provide an immersive learning environment where employees are free to do anything they could in real life, and learn from their experiences, whether good or bad.
- Immersive Case Studies
Case studies help employees learn from the experiences of other people who’ve had great successes or huge failures in the past. Imagine if your employees could put themselves into one of your case studies, and learn firsthand what a person (most likely the person responsible for the great success of failure) felt in that case. This can be achieved by creating immersive case studies which can be accessed by employees using AR/VR headsets allowing to actually “live” through a case study. Immersing employees into a case study enhances their emotional connection to a case, which enhances learning by a great margin.
- 3D Learning Models
One of the most popular applications of AR/VR in employee development training has been 3D learning models. While images, videos and interactive demos only help employees have a detailed look at charts, diagrams, products, components etc., AR/VR allows employees to actually touch them, manipulate them, have a look at them from all angles as well as interact with them to learn more about them using hot-spots. This can allow employees to familiarize themselves with a product their organization sells, a component used in their product, machinery or any such thing which holds importance in their training. Proper utilization really depends upon the learning designer.
Practical knowledge always has and always will trump theoretical knowledge. Because AR/VR are tools which allow for the development and application of practical knowledge in a dynamic virtual environment, the value they could provide to corporate organizations in terms of employee training are tremendous. The above mentioned applications are those that have already been tried by a number of organizations and have been shown to be successful. But once organizations start working individually on ways AR/VR can help their employees, the sky is the limit. Because AR/VR hasn’t gone mainstream yet, and thus, is costly for the time being, it can cause a number of organizations to hesitate before investing in it, however, for those who are willing to take a gamble on it, and use it efficiently, the returns are tremendous. Corporate organizations would be wise to at least give it a thought.
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