Do you know how the latest technologies are revolutionizing learning? Do you know the difference between gamification and serious gaming, or between virtual reality and augmented reality? Are you aware of the current potentials of personalized learning? Do you know what microlearning is all about? Test your knowledge by answering the following five questions.
1. True or false? Gamification is all about making a training session look like a game.
CORRECT ANSWER
FALSE
Rather, it is the approach known as “serious gaming,” which is a training program that has the full appearance of a game.
Gamification consists of integrating game-like mechanisms into the design of a course: challenges, rewards, personal progression, etc. The aim is to provide a course that is fun and easy to follow. While gamification is not a new learning method, the technologies that can now be used in online training, especially those derived from video games, multiply the possibilities of this approach as never before. Gamification approaches make training more fun, and therefore less dry, and at the same time take advantage of the benefits of games in learning settings.
Find out more: Gamification in 3 questions
2. Which of the following statements about personalized learning in it’s most technologically advanced version is inaccurate?
A) It can take into account the learner’s knowledge, preferences, performance, and way of interacting with the system.
B) It can generate in real-time for each learner the most appropriate path to achieve his or her goals.
C) Its functionalities are made possible by artificial intelligence (AI), adaptive hypermedia research, and the rise of Web 2.0 and big data.
D) State-of-the-art personalized learning is designed to determine what knowledge the learner needs to assimilate, whereas “first generation” personalized training using computerized technologies was primarily designed to help the learner achieve his or her goals by focusing on areas where the learner was weak.
CORRECT ANSWER
D.
It’s the opposite! Basically, “first generation” personalized training was mainly aimed at determining what knowledge the learner should assimilate. Today’s personalized learning, which we can describe as “intelligent adaptive learning,” is more about helping the learner achieve his or her goals by focusing on areas of weakness.
Find out more:
3. Which of the following statements about microlearning is incorrect?
A) It is based on short, informative sessions — usually lasting from a few seconds to 15 minutes — on a specific topic and with a specific goal.
B) It relies on repetition and participation.
C) It mainly takes the form of short demonstration videos.
CORRECT ANSWER
C.
A microlearning session can indeed take the form of short demonstration videos, but also of multiple-choice questionnaires sent by text message, reminders of a concept sent by e-mail, etc.
Find out more: 4 reasons to opt for microlearning
4. For each statement, find the technology associated with it.
1 – Virtual Reality; 2 – Augmented Reality
A) The user is immersed in a digital world.
B) The real world remains the frame of reference, but it is enriched by virtual elements that are superimposed on it: images, texts, objects, etc.
C) With a mobile camera, simply point the camera lens at an area of the environment or an object in it and the application displays the linked virtual elements on the screen.
D) In training, it is particularly useful for professional activities that can be dangerous for oneself or others or that are carried out in a place that is difficult to access.
E) It makes it possible to train in a simpler and more effective way a large number of professionals who work in environments that are complex to reproduce.
CORRECT ANSWER
1-Virtual Reality: A, D and E;
2-Augmented Reality: B and C
Virtual Reality, commonly referred to as VR is a technology that allows the creation of a computer-based environment composed of 3D computer-generated images that provide the user with the sensation of being immersed in a real world. To interact with the components of this universe, the user must wear equipment designed for this purpose, including a headset and digital gloves.
Augmented Reality (AR) is an interactive technology that consists of superimposing, in real-time, virtual elements – images or information – on images of the real world in order to enrich the user’s perception of this frame of reference. A sister technology to VR, Augmented Reality can be experimented on certain VR helmets (known as “hybrid”), but also on helmets or glasses designed for it, or even on mobile devices – smartphones or tablets equipped with an AR application.
Find out more:
- Virtual Reality 101
- Virtual Reality in learning as seen by a Ubisoft expert
- [INTERVIEW] We discuss comfort and performance in Virtual Reality with an expert from Ubisoft
- [INTERVIEW] Accessible Virtual Reality? We discuss it with an expert from Ubisoft
- Virtual and Augmented Reality: 8 uses within universities
5. Select the appropriate term to complete each of the following statements about computer simulation technologies used in training.
Terms: 3D, Extended Reality (XR), Augmented Reality, Virtual Reality
The term Mixed Reality (MR) is sometimes used to designate the ________ in its most high-tech version where the user can physically interact with the ________ elements that are superimposed on reality.
Augmented Reality, Mixed Reality and ________ are part of what is called ________.
CORRECT ANSWER
The complete correct statements are as follows:
The term Mixed Reality (MR) is sometimes used to designate Augmented Reality in its most high-tech version where the user can physically interact with the 3D elements that are superimposed on reality.
Augmented Reality, Mixed Reality and Virtual Reality are part of what is called Extended Reality (XR).
Find out more:
- Virtual Reality 101
- Virtual Reality in learning as seen by a Ubisoft expert
- [INTERVIEW] We discuss comfort and performance in Virtual Reality with an expert from Ubisoft
- [INTERVIEW] Accessible Virtual Reality? We discuss it with an expert from Ubisoft
- Virtual and Augmented Reality: 8 uses within universities
Related articles: Mini glossary of technology in learning
Author:
Catherine Meilleur
Creative Content Writer @KnowledgeOne. Questioner of questions. Hyperflexible stubborn. Contemplative yogi.
Catherine Meilleur has over 15 years of experience in research and writing. Having worked as a journalist and educational designer, she is interested in everything related to learning: from educational psychology to neuroscience, and the latest innovations that can serve learners, such as virtual and augmented reality. She is also passionate about issues related to the future of education at a time when a real revolution is taking place, propelled by digital technology and artificial intelligence.