We introduce a Virtual Reality (VR) one-on-one tutoring system to support anatomy education. A student uses a fully immersive VR headset to explore the anatomy of the base of the human skull. A teacher guides the student by using the semi-immersive zSpace. Both systems are connected via network and each action is synchronized between both systems.
The teacher is provided with various features to direct the student through the immersive learning experience. She can influence the student's navigation or provide annotations on the fly and, hereby, improve the students learning experience. The system is implemented using the \textit{Unity} game engine. A qualitative user study demonstrates that the one-on-one tutoring approach is feasible and sets a solid base for future research in the area of shared virtual environments for anatomy education.
A Large-Scale Feasibility Study of Screen-based 3D Visualization and Augmented Reality Tools for Human Anatomy Education: Exploring Gender Perspectives in Learning Experience
Virtual Reality has become an important educational tool, due to the pandemic and increasing globalization of education. This paper presents a framework for teaching Virtual Anatomy at the university level. Virtual classes have become a staple of today's curricula because of the isolation and quarantine requirements and the increased international collaboration. Our work builds on the Visible Human Projects for Virtual Dissection material and provides a medium for groups of students to do collaborative anatomical dissections in real-time using sketching and 3D visualizations and audio coupled …
Knowledge-Based Design Requirements for Generative Social Robots in Higher Education
Zurich University of Applied Sciences(应用科学大学苏黎世);University of Applied Sciences and Arts Northwestern Switzerland(西北瑞士应用科学与艺术大学);Bielefeld University(比勒菲尔德大学)
Programming skills are rapidly becoming essential for many educational paths and career opportunities. Yet, for many international students, the traditional approach to teaching introductory programming courses can be a significant challenge due to the complexities of the language, the lack of prior programming knowledge, and the language and cultural barriers. This study explores how large language models and gamification can scaffold coding learning and increase Chinese students sense of belonging in introductory programming courses. In this project, a gamification intelligent tutoring syste…
The shortage of people trained in STEM fields is becoming acute, and universities and colleges are straining to satisfy this demand. In the case of computer science, for instance, the number of US students taking introductory courses has grown three-fold in the past decade. Recently, massive open online courses (MOOCs) have been promoted as a way to ease this strain. This at best provides access to education. The bigger challenge though is coping with heterogeneous backgrounds of different students, retention, providing feedback, and assessment. Personalized education relying on computational …
The development of educational AI (AIEd) systems has often been motivated by their potential to promote educational equity and reduce achievement gaps across different groups of learners -- for example, by scaling up the benefits of one-on-one human tutoring to a broader audience, or by filling gaps in existing educational services. Given these noble intentions, why might AIEd systems have inequitable impacts in practice? In this chapter, we discuss four lenses that can be used to examine how and why AIEd systems risk amplifying existing inequities. Building from these lenses, we then outline …
Despite artificial intelligence (AI) having transformed major aspects of our society, less than a fraction of its potential has been explored, let alone deployed, for education. AI-powered learning can provide millions of learners with a highly personalized, active and practical learning experience, which is key to successful learning. This is especially relevant in the context of online learning platforms. In this paper, we present the results of a comparative head-to-head study on learning outcomes for two popular online learning platforms (n=199 participants): A MOOC platform following a tr…