7 Reflections on more tech-enabled experiences

Learning engagement theory has shown that when students are highly motivated, they are more likely to learn effectively.  However, many factors can negatively affect student engagement.

  • Irrelevant learning content: Learners quickly lose interests if they can’t connect what’s being taught to their own lives or interests.  If instructors can incorporate student interest areas (sports, music, or pop culture) into lessons or assessments, it can be very powerful.
  • Limited access to learning resources, including hardware technology such as computer and software strategy such as meaningful learning activities.
  • Learning objectives are too far off learners’ personal goals.

Students faces more challenges to engage in a cultural studies class.   The goal of cultural studies is to analyze and understand how cultures are constructed and how they evolve over time, and the  cultural concepts and phenomena are understood through signifying practices and representation, based on learners’ subjectivity and identity.

Overview of potential technologies

1. 360-Degree Video

A 360-degree video is a special recording technology where a view in every direction is recorded at the same time.  The shot uses an omnidirectional camera or a collection of cameras.  Because it provides an all-around view of what’s happening, it is also called a surround video, immersive video, or spherical video.

Creating a 360-degree video needs either a special setup of multiple cameras or a dedicated camera that contains multiple camera lenses embedded into the device, like a GoPro Max.  Video footage can be stitched into one spherical video piece in the camera or a special software, such as Adobe Creative Cloud 360 video editor, Pinnaclesys, or vriddle.

These videos can have informational or educational uses.  YouTube, Vimeo, or many other related apps have large collections of videos related to Chinese culture.  You can virtually visit the Great Wall or closely observe a traditional Chinese dance performance.  

2. Virtual Reality (VR)

What is VR?

Application examples

  1. You can use VR technology to create immersive learning experiences for your students, such as virtual field trips to historical or cultural sites in China.
  2. Although Google discontinued the Expeditions, you can still find many VR stories about China, and a thousand-year-old ancient region in Naijing in a 360-degree video. An art and museum expedition is also available online.
  3. Nearpod VR: already has more than 450 ready-to-run VR lessons. Here is an example unit for middle school students to study ancient China.

3. Augmented Reality (AR)

What is AR?

Educational Applications:

Zappar is an AR platform that allows you to create interactive experiences using personal smartphone or tablet. It offers a variety of features, such as image tracking, facial recognition, and 3D models, which can be used to enhance learning experiences.

4. Artificial Intelligence (AI)

What is AI?

AI is one of the main technology used to create personalized learning experiences.

Examples of Application:

  1. ChatGPT/chatbot: As the most popular AI technology, ChatGPT can create highly intelligent, interactive text adventure for users to get customized reply.  See this video for instruction.
  2. Advanced AI tools can tailor chatboxes for conversational communication between instructors and students, such as Dialogflow, Botpress, and botstar.  Please note, however, that some of them require you to have coding skills

5. Machine learning

What is machine learning? 

Machine learning is often considered part of the AI, but it is worth considering due to its wide variety of educational applications.  It builds a model based on training data, in order to make predictions or decisions.

6. Gamification:

What is gamification? 

Educational Examples :

In addition to ChatGPT, Kahoot! is widely used for engagement in learning, especially to create interaction presentations.  Using game modes, it creates a self-paced learning journey for students.

 

License

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Be A Tech Advanced Cultural Learner Copyright © 2024 by Fang Fang; Melody Li; and Sammy Hwang is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License, except where otherwise noted.

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