Abstract:Research suggests effective immersive simulations that rely on augmented reality enhance teachers' self-efficacy and skills (Badiee & Kauffman, 2015). However, there is a gap in the literature as studies have largely ignored their uses in educational leadership programs (Bradley & Kendall, 2015). This study investigated the relationship between application of critical skills within an immersive simulation environment and 26 school or district leaders' perceptions of self-efficacy in leading a professional lear… Show more
“…Graduate students practiced leading professional learning communities with the use of an immersive classroom simulation and reported an increase in self-efficacy ratings, as measured by feelings of confidence doing certain tasks, following the simulation. 16 The researchers found that two forms of immersive learning had similar effects: mastery experiences and vicarious learning. Participants who were actively practicing in the immersive environment reported increased self-efficacy as well as participants who watched the immersion passively.…”
Academic libraries use scavenger hunt library orientations to engage students and teach them about the library. Libraries are also starting to use augmented reality (AR) technology in orientations, instruction, and programming. Some libraries have tried augmented reality scavenger hunts for freshman library orientations, but studies have not been done to compare the traditional and AR orientations. This exploratory, quasi-experimental study investigates if the AR library orientation impacts freshman undergraduates' perceptions of the library as measured by students' anxiety and confidence levels. Two groups of first-time, first-year undergraduate students participated in a library orientation in Summer 2019. One received the traditional scavenger hunt model, and another experienced an augmented reality version of the scavenger hunt. Both groups took a pre-orientation survey to determine their comfort with the libraries and librarians in general, and then a post-orientation questionnaire to determine any change in perception of libraries and librarians as well as their satisfaction with the orientation experience. By comparing pre-and post-survey results from both sets of students, this study determined that while both orientations had a positive impact on students' perceptions of the library, the AR orientation had a significant impact on students' perceptions of librarians' desire to help them.
“…Graduate students practiced leading professional learning communities with the use of an immersive classroom simulation and reported an increase in self-efficacy ratings, as measured by feelings of confidence doing certain tasks, following the simulation. 16 The researchers found that two forms of immersive learning had similar effects: mastery experiences and vicarious learning. Participants who were actively practicing in the immersive environment reported increased self-efficacy as well as participants who watched the immersion passively.…”
Academic libraries use scavenger hunt library orientations to engage students and teach them about the library. Libraries are also starting to use augmented reality (AR) technology in orientations, instruction, and programming. Some libraries have tried augmented reality scavenger hunts for freshman library orientations, but studies have not been done to compare the traditional and AR orientations. This exploratory, quasi-experimental study investigates if the AR library orientation impacts freshman undergraduates' perceptions of the library as measured by students' anxiety and confidence levels. Two groups of first-time, first-year undergraduate students participated in a library orientation in Summer 2019. One received the traditional scavenger hunt model, and another experienced an augmented reality version of the scavenger hunt. Both groups took a pre-orientation survey to determine their comfort with the libraries and librarians in general, and then a post-orientation questionnaire to determine any change in perception of libraries and librarians as well as their satisfaction with the orientation experience. By comparing pre-and post-survey results from both sets of students, this study determined that while both orientations had a positive impact on students' perceptions of the library, the AR orientation had a significant impact on students' perceptions of librarians' desire to help them.
“…Scenarios were realistic reflections of professional meetings and differed based on random selection of avatar behavior and then in accordance with participant responses to avatar behavior. The quantitative and qualitative data collected from the study showed a statistically significant increase in participant confidence and comfort in assessing group dynamics and decision making and in handling difficult situations (Gilbert et al., ).…”
Section: Ar In the Classroommentioning
confidence: 99%
“…Research has shown that when they are removed from the cognitive load of having to actively work through a task, students can more easily process lessons learned from a scenario by observing (Hoover, Giambatista, & Belkin, ). In addition, group discussion of the scenario “often deconstructed the status quo, encouraged collaborative construction [on] more effective approaches, and increased participants’ willingness to try these new approaches” (Gilbert et al., , p. 166). Overall, by expanding practice opportunities, improving efficiency of practice, and creating opportunities to observe others, AR learning scenarios are more effective than limited live practicum sessions (Badiee & Kaufman, ).…”
Section: Ar In the Classroommentioning
confidence: 99%
“…Numerous studies have highlighted the advantages of incorporating AR into training—namely, increased achievement and motivation as well as the support of cognitive processing and transfer. AR technology has been extensively documented to improve student achievement better than traditional methods (Akçayir, Akçayir, Pektaş, & Ocak, ; Gavish et al., ; Gilbert et al., ; Ozdemir, Sahin, Arcagok, & Demir, ; Yip et al., ). As Dunleavy, Dede, and Mitchell () state, …”
Section: Recommendationsmentioning
confidence: 99%
“…As an example, consider a study by Gilbert, Voelkel, and Johnson () that focused on a group of school administrators enrolled in an educational‐leadership graduate program. A critical responsibility for these emerging leaders is to manage the communities of teachers within their schools, with the goals of aligning efforts, raising student achievement, and developing teacher skills.…”
Over the past decade, augmented reality (AR) has emerged into the mainstream with numerous studies conducted on its effectiveness in both military and public learning environments. Compatible with constructivist learning theory, AR scenarios help instructors grab and maintain learner attention, close the realism gap between learning and job environments, enhance practice and rehearsal opportunities, and support transfer of learning. AR integration into the U.S. Coast Guard training system can enhance learning while managing the ever‐rising challenges of limited time and resources.
To advance games as a teaching strategy, leadership educators may benefit from a common understanding of associated terms. However, achieving this purpose is complicated by no agreed upon definition of game and scholarly debate around terms such as gamification. This article explores gaming terms and proposes a framework intended to provide a common language for assessing, discussing, and writing about games for leadership learning.
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