Enhancing MOOC with Augmented Reality, Adaptive Learning and Gamification

被引:0
|
作者
Chauhan, Jyoti [1 ]
Taneja, Shilpi [2 ]
Goel, Anita [2 ]
机构
[1] Univ Delhi, Dept Comp Sci, New Delhi, India
[2] Univ Delhi, Dyal Singh Coll, Dept Comp Sci, New Delhi, India
来源
2015 IEEE 3RD INTERNATIONAL CONFERENCE ON MOOCS, INNOVATION AND TECHNOLOGY IN EDUCATION (MITE) | 2015年
关键词
MOOC; Augmented Reality; Adaptive Learning; Gamification; Learning Technique;
D O I
暂无
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Massive Open Online Course (MOOC) is an innovative way of disseminating knowledge to millions of students around the world. Despite being an excellent learning tool with global reach, MOOC has its own set of limitations which results in incredibly low rate of course completion. Conservative techniques of content presentation (fixed video, audio, scripts) lack personalization and interaction. There is a need for MOOC to embrace advanced learning techniques to provide more engaging experience to its learners. This paper delves into three such techniques namely, Augmented Reality, Adaptive Learning and Gamification. It illustrates the positive impact of these techniques in present learning scenario and studies how these techniques are being adopted by MOOC to generate interactive and more engaging content.
引用
收藏
页码:348 / 353
页数:6
相关论文
共 50 条
  • [31] Enhancing STEM Education using Augmented Reality and Machine Learning
    Ang, Ivan Jie Xiong
    Lim, King Hann
    2019 7TH INTERNATIONAL CONFERENCE ON SMART COMPUTING & COMMUNICATIONS (ICSCC), 2019, : 94 - 98
  • [32] Adaptive Audio Mixing for Enhancing Immersion in Augmented Reality Audio Games
    Moustakas, Nikolaos
    Rovithis, Emmanouel
    Vogklis, Konstantinos
    Floros, Andreas
    COMPANION PUBLICATON OF THE 2020 INTERNATIONAL CONFERENCE ON MULTIMODAL INTERACTION (ICMI '20 COMPANION), 2020, : 220 - 227
  • [33] Revolutionizing Learning: Unleashing the Power of Technology Gamification-Augmented Reality in Vocational Education
    Wulansari, Rizky Ema
    Fortuna, Aprilla
    Marta, Rizkayeni
    Primawati, Primawati
    Masek, Alias
    Kaya, Deniz
    Prasetya, Febri
    Sakti, Rizki Hardian
    Luthfi, Afdal
    Rizki, Iqbal Ainur
    Hasna, Fadilah Habibul
    Eshaghi, Sarvin
    TEM JOURNAL-TECHNOLOGY EDUCATION MANAGEMENT INFORMATICS, 2024, 13 (03): : 2384 - 2397
  • [34] AUGMENTED REALITY AND GAMIFICATION APPROACH WITHIN THE DIMMER PROJECT
    Osello, A.
    Del Giudice, M.
    Guinea, A. Marcos
    Rapetti, N.
    Ronzino, A.
    Ugliotti, F. M.
    Migliarino, L.
    INTED2015: 9TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, 2015, : 2707 - 2714
  • [35] Electric Circuit Simulator Applying Augmented Reality and Gamification
    Burgos, Vinicio
    Guevara, Cesar
    Espinosa, Lorena
    INTELLIGENT HUMAN SYSTEMS INTEGRATION 2021, 2021, 1322 : 657 - 662
  • [36] Augmented Reality Gamification of Intra- and Production Logistics
    Moritz, Steffen
    Schlueter, Christoph
    vom Berg, Benjamin Wagner
    ADVANCES IN VISUAL COMPUTING (ISVC 2021), PT II, 2021, 13018 : 500 - 511
  • [37] Deep-Learning-Based Adaptive Advertising with Augmented Reality
    Moreno-Armendariz, Marco A.
    Calvo, Hiram
    Duchanoy, Carlos A.
    Lara-Cazares, Arturo
    Ramos-Diaz, Enrique
    Morales-Flores, Victor L.
    SENSORS, 2022, 22 (01)
  • [38] Exploring the Adoption of Virtual and Augmented Reality in Enhancing Interactive Learning in Tanzania
    Misso, Angelina
    Stephen, Josephine
    Maiseli, Baraka
    Issaka, Mussa
    2019 IST-AFRICA WEEK CONFERENCE (IST-AFRICA), 2019,
  • [39] Enhancing augmented reality with machine learning for hands-on origami training
    Lysakowski, Mikolaj
    Gapsa, Jakub
    Lyu, Chenxu
    Bohne, Thomas
    Tadeja, Slawomir Konrad
    Skrzypczynski, Piotr
    FRONTIERS IN VIRTUAL REALITY, 2025, 6
  • [40] Enhancing local identity learning and affective effectiveness through augmented reality
    Tsai, Yi-wen
    Huang, Yu-Ru
    Zhang, Jia
    Young, Fan-i
    INTERACTIVE LEARNING ENVIRONMENTS, 2025, 33 (01) : 466 - 482