VR/AR technology becomes a breakthrough in education

Publisher:EnchantedDreamsLatest update time:2019-04-01 Source: eefocus Reading articles on mobile phones Scan QR code
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At present, my country's student population is very large, and the size of the education market is beyond imagination. According to statistics, at present, the number of students in K12 education in my country alone is about 200 million, and if you add high school (secondary vocational) and college students, the number is even more astronomical. Faced with such a large student population, traditional education forms such as boring indoctrination education and cramming education have long been unable to meet the development of education.

 

The education sector is at the forefront of change, with VR / AR technology becoming a breakthrough point for reform

Every major revolution in teaching is closely related to the major progress of information technology. With the implementation of a series of major national strategies such as "innovation-driven development strategy" and "Internet +" and the rapid development of high technologies such as 5G technology, the field of education has also ushered in the cusp of reform. There are more and more voices and cases of information technology refreshing teaching experience and promoting changes in education.

 

The 2018 Key Points for Education Informatization and Network Security and the Opinions on the Implementation of the Excellent Teacher Training Program 2.0 point out that it is necessary to promote the in-depth application of new technologies such as big data, virtual reality, and artificial intelligence in education and teaching. At the same time, it is necessary to build and develop a number of interactive and contextualized teacher education course resources. The Education Informatization 2.0 Action Plan even proposes that the development goals of "three comprehensive, two high, and one large" should be basically achieved by 2022.

 

Using VR/AR technology to promote educational reform and improve teaching effectiveness has become one of the most concerned focuses of domestic schools, and has also become a focus for supporting "Education Informatization 2.0".

 

 

We know that VR/AR technology, as a revolutionary cognitive tool and efficiency tool, is a major change in display technology and human-computer interaction technology. It is called the core technology of the new generation of information revolution and the new outlet of the "post-Internet era". It will reconstruct the Internet and mobile Internet and bring users a subversive interactive experience. In recent years, this technology has been favored in the field of education and teaching.

 

Nowadays, in teaching practice, we attach great importance to combining theory with practice. With the output of a large amount of VR/AR educational content, the "immersive" education model shaped by VR/AR technology has shown incomparable superiority, subversion and explosiveness compared to traditional teaching forms, and has led the direction of teaching form reform and found a good breakthrough for educational reform.

 

"Feidi VR Education" and "Five Firsts" promote the transformation of teaching "pain points" into "satisfaction points"

At present, many schools and educational institutions, including many primary and secondary schools and even well-known universities, have already begun to try to apply VR/AR technology to teaching. The resulting "three-dimensional classroom" is becoming more and more vivid, interesting and full of vitality. But behind this, there are a large number of companies dedicated to VR/AR education who are shouldering a sacred mission to promote the development and progress of this cause. For example, Xi'an Feidie Virtual Reality Technology Co., Ltd. (referred to as "Feidi VR Education") is one of the "dark horses" and leaders, and it is rising like the rising sun.

 

Senior experts in the industry pointed out that "Feidie VR Education" is a well-known brand of innovative education in the VR/AR education industry. The company pioneered the "BIES Immersive Smart Education Cloud Platform" in the country and successfully created a new VR scenario-based teaching model of "teaching-learning-practice-testing-evaluation", making education simpler, happier and more efficient.

 

What exactly is the "BIES Immersive Smart Education Cloud Platform"? What useful insights does it bring to the reform of modern education?

 

We know that educational content needs to be recreated with VR/AR, and VR/AR education needs content support. According to Wang Yagang, co-founder and CEO of "Feidie VR Education", the "BIES Immersive Smart Education Cloud Platform" produced by "Feidie VR Education" consists of five parts, namely, the smart teaching Internet management system, K12 subject innovation courses (K12 courses in various subjects), STEAM creativity course system, STEAM course support tools, and TAS teaching performance analysis big data software.

 

 

Wang Yagang said that the platform provides a one-stop solution for primary and secondary school "VR Maker Education", "STEAM Education", "VR+K12 Education", "VR Innovation Practice Activity Education" and other classrooms through the deep integration of maker education course knowledge points with virtual reality, artificial intelligence, big data, mobile Internet and many other high-precision and cutting-edge technology elements, thereby realizing an experiential teaching environment with active learning, scenario-based experience, interactive perception and multi-dimensional exploration, and promoting the formation of a complete open ecosystem for VR education courses.

 

By using this learning platform, students are no longer restricted by space and equipment. They can freely outline their ideas, learn knowledge and experience unknown areas in 3D or even 4D space. This is of great significance in subverting the traditional education form and realizing "diversified education".

 

“VR/AR educational products have high requirements for advancement. Different majors, application scenarios and special needs all need to be achieved through different customized content.” Wang Yagang said that the five major parts of the platform are all high-quality course systems tailored to the teaching conditions of each course system. They concretize abstract concepts, visualize and simplify macro, micro and difficult knowledge points, and transform long-standing teaching pain points and difficulties in the courses into "itch points" and "satisfaction points", truly realizing the collaborative management of students, teachers and course resources.

 

The reporter learned that, up to now, the "BIES Immersive Smart Education Cloud Platform" has achieved five major breakthroughs, opening up an industry precedent. First, it has exclusively realized the closed-loop experiential teaching mode of VR scene-based experiential learning, practical training, assessment, and evaluation. Second, it has taken the lead in integrating big data/artificial intelligence technology with VR educational content to make scientific decisions for personalized education. Third, it is the first time to integrate VR course content development based on the international STEAM interdisciplinary exploration training elements. Fourth, it has created the first VR/3D aerospace STEAM course system. Fifth, it is the first to create VRcreate X graphical programming software (including STEAM course system).

 

A teacher named Wang from Shaanxi Normal University Vanke Middle School said with deep feeling that using the "BIES Immersive Smart Education Cloud Platform" in teaching practice can effectively solve the "three highs and four difficulties" problems in teaching, greatly increase students' interest in learning, and greatly enhance their sense of involvement. They can 'touch' those abstract knowledge that is difficult to reproduce, understand, act, and enter as if they were in reality.

 

"In this way, knowledge is no longer obscure, learning is no longer boring, and the 'silent' classroom has finally become active. At the same time, it has also broken the bottleneck of teaching courses of the 'high-risk, high-cost, and high-pollution' type." The teacher admitted.


Reference address:VR/AR technology becomes a breakthrough in education

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