Categorieën: Alle - gamification - learning - training - technology

door Derek McCurdy 4 jaren geleden

281

Backup_XR (VR/AR/MR) TECHNOLOGY AT NORQUEST COLLEGE

NorQuest College is exploring the integration of Extended Reality (XR) technologies, including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), into various aspects of its educational framework.

Backup_XR (VR/AR/MR) TECHNOLOGY AT NORQUEST COLLEGE

XR (VR/AR/MR) TECHNOLOGY AT NORQUEST COLLEGE

BARRIERS & RISKS

Mitigation Approaches
Proactively conduct pre-audit activities to ensure privacy and security considerations are met
Work with legal services to ensure IP protections of commercial XR assets
Reduce simulation costs by development pooling resources with other post-secondaries. Apply for grant funding.
Work with Advancement to establish technology support fund for learners
Work with IT, Security & Privacy Teams
Compliancy with Provincial IT Audit Requirements
Protecting Intellectual Property of XR Commercial Developments
Ensuring Information Privacy of NorQuesters
Security: Protection of XR Data and Assets
Ensuring Equity of Access for Learners & Employees to VR Equipment
Rapidly changing XR technologies lead to obsolence
High Cost of current XR Development (e.g.: $100k/simulation from past NorQuest VR simulations)

POTENTIAL BENEFITS TO NORQUEST

XR can provide more connection & collaboration experiences for remove or work-from-home workers (Resnick, 2016)
Capability for more powerful, deeper learning experiences (Oh, et al., 2016)
Enhance College retail experiences (Bookstore) (Jobillico, 2020)
Immersive simulation training & employee onboarding experiences
Enhanced testing and Assessment opportunities
VR Commercialization: Development and Sell VR Simulations to Others
Create VR Development & Microcredential programming
Alignment to College Mission: Re-Imagine Higher Education (NorQuest, 2020). XR adoption was identified as desired state.
Vocational, digital media & communications opportunities
Open House & Virtual Tours

KEY STAKEHOLDERS

External Partners
Workforce & Industry (Oil & Gas, Retail, Tourism)
Healthcare Providers (Covenant Care, Alberta Health Services)
Other Post-Secondary Institutions
Dynacor (VR Sim Developer)
Government of Alberta
ELIXR (Enhanced Learning in Extended Reality) Consortium
Internal Stakeholders
NorQuest Leadership and Executive
Academic Research & Curriculum Development
Workforce Integrated Learning
Information Technology Dept.
Faculty and instructors

IMPLICATIONS AND REQUIREMENTS

FOR XR ADOPTION
Platforms, Systems & Storage Needs
Development, Software & Licensing
Privacy Impact Assessments (PIA) and Security Assessments (SA's) required.
Compliancy with provincial IT audit controls.
Infrastructure and Device investments (network, VR headsets, PCs, VR application software, etc.)
XR TEACHING & LEARNING CONSIDERATIONS (Carmichael, 2017)
Iteration: Through development process, cycle, students learn how to design and create products.
Gamification: Use of XR can 'gamify' curriculum to improve engagement
Flip the Experience: Make it Learner-Centered
Enrichment: Combine Virtual with Real Objects to full develop and enrich learner experiences.

KEY EXTERNAL FORCES OR DRIVERS

DEMOGRAPHIC: New learners have some exposure to this technology (Pokemon Go, Gaming technologies, etc.). An expectation for XE technology to be incorporated into their learning journey.
TECHNOLOGICAL: Increased performance and mobility of hardware equipment continues to improve accessibility (Oculus Quest 2)
Economic: VR hardware and development costs are gradually decreasing.
SOCIAL: Increased desire for new social experiences and virtual interactions online.