[CASE STUDY] A Conversation With Newton

2023-03-22T13:39:58-04:002023/03/22|Articles, Case Study, Online, Ping Ng, Technology|

VR and AI Prototype: A Conversation with Newton is a fully immersive VR experience where the user can visit Isaac Newton in his recreated study room at Woolsthorpe Manor and have an unscripted conversation with him on any topic related to his life and work.

Virtual Reality as support for future teachers

2022-09-21T11:58:49-04:002022/09/21|Articles, Case Study, Learning, Technology|

The applications of Virtual Reality (VR) in education can create active experiences in increasingly immersive worlds and provide a safe environment for learners to test and practice situations otherwise stressful or, in some instances, dangerous. In this context and working closely with a team from Concordia's Teaching English as a Second Language (TESL) unit from the Department of Education, we created a VR experience where students can prepare, in a safe and customized virtual environment, for their assessment interview with their mentor (either classroom teacher or university supervisor).

[Case Study] Using Photogrammetry to Immortalize a Historical Landmark

2022-08-15T16:08:57-04:002022/04/27|Articles, Case Study, Learning, Ping Ng, Technology|

How real can the virtual get? Quite real. Photogrammetry is a technology that allows us to recreate real-life objects and spaces in the virtual world while retaining photorealistic qualities and life-size scales. This article will explore how this technology works, why it can become a powerful tool for educators, and how you can leverage it in your curriculum designs.

[Case Study] Learning Old English through a gamified experience

2022-08-15T16:13:10-04:002022/04/13|Articles, Case Study, Doru Lupeanu, Learning, Technology|

This course, built for Concordia University, studies the fantasy novels of J.R.R. Tolkien alongside the works of Old English literature that inspired him, considering the grammar of Old English.

Meeting your learning objectives in XR

2022-08-15T16:18:27-04:002022/04/07|Articles, Case Study, Learning, Ping Ng, Technology|

If you, like many in the field of education, are suddenly noticing an avalanche of information concerning the use and revolutionary potential of extended reality (XR) technologies in education and find it difficult to make heads or tails due to the endless stream of technical terms and lofty promises, you are not alone. Here are some guidelines to help you find your way around and clear up some misconceptions about them.

[Case Study] Game Creators’ Odyssey – Ubisoft’s recipe on game design

2022-08-15T16:14:03-04:002022/02/17|Articles, Case Study, Doru Lupeanu, Learning, Technology|

The Game Creators’ Odyssey is the gateway to an epic quest, where learners acquire gainful knowledge on game creation. They are challenged by design activities and rewarded with exclusive content. They also engage with fellow game creators, together, creating a strong community of practice.

[Case Study] Integrating Virtual Reality in Higher Education: The Faubourg à m’lasse

2022-08-15T16:14:43-04:002022/02/03|Articles, Case Study, Learning, Ping Ng, Technology|

Technology is rapidly evolving, and, in this context, it is just of matter of time until its multiple facets move in convincingly in the education field. Virtual Reality, Augmented Reality, or even the implementation of Artificial Intelligence can provide various advantages to any curricula. However, the primary condition of a successful deployment is the reason behind the use of technology, and that is the learning objectives themselves.

Improving Online Readiness in Higher Education: A Case Study

2022-08-15T16:19:17-04:002018/11/20|Amber Judge, Articles, Case Study, Jihan Rabah, Learning, Online, Research|

This case study discusses the course eConcordia created for enhancing students’ self-regulated learning, self-motivation, study skills, and technological self-efficacy.

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