Teaching generation Y and Z with mixed reality: from virtual with serious game to real with IoT (full paper)
The race for innovation gets into the classrooms. Nowadays, the teachers of universities try to integrate these new technologies to motivate students' new generation. Among these innovations usable in the education, we count the interactive boards, the tactile tables, the environments of serious games, the mixed realities and recently the connected objects. These technologies do not become integrated easily and it belongs to the teacher to invent means allowing to bind between them these various technologies and to propose an environment adapted to the new generation of learners. In this article, we describe an experiment to implement various technologies. To reach this purpose, we set up an experiment integrating collaboration with tactile tables, elaboration of connected objects and recovery of information in situation of mobility. An environment of serious game allowed to orchestrate everything into a unique training course according to the principle of the mixed reality.
E-Learn 2015: World Conference on E-Learning E-Learn 2015: World Conference on E-Learning https://hal.archives-ouvertes.fr/hal-01214892 E-Learn 2015: World Conference on E-Learning, Oct 2015, Kona, Hawaii, United StatesARRAY(0x7fe6a6f8b650) 2015-10