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001-es BibID:BIBFORM061456
Első szerző:Balla Éva (matematika tanár)
Cím:Tanulmányok a levelező és részismereti tanárképzés tantárgy-pedagógiai tartalmi megújításáért : természettudományok / Balla Éva, Bujdosó Gyöngyi, Csernoch Mária, Dobróné Tóth Márta, Egri Sándor, Herendiné Kónya Eszter, Mándy Tihamér, Paulovits György, Revákné Markóczi Ibolya, Sarka Lajos, Teperics Károly, Tóth Zoltán, Varga Klára
Dátum:2015
Megjelenés:Debrecen : Debreceni Egyetemi Kiadó, 2015
ISBN:978 963 473 842 8
Tárgyszavak:Bölcsészettudományok Neveléstudományok tanulmánygyűjtemény
További szerzők:Bujdosó Gyöngyi (1963-) (informatikus, informatika, matematika, kémia tanár) Csernoch Mária (1963-) (informatika tanár) Dobróné Tóth Márta Egri Sándor (1966-) (fizikus) Herendiné Kónya Eszter (1967-) (matematikus) Mándy Tihamér Paulovits György (matematika tanár) Revákné Markóczi Ibolya (1962-) (biológia-kémia szakos középiskolai tanár) Sarka Lajos Teperics Károly (1963-) (geográfus) Tóth Zoltán (1952-) (vegyész, kémikus) Varga Klára
Pályázati támogatás:TÁMOP-4.1.2.B.2-13/1-2013-0009
TÁMOP
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2.

001-es BibID:BIBFORM115672
Első szerző:Bujdosó Gyöngyi (informatikus, informatika, matematika, kémia tanár)
Cím:Experiences with the use of virtual reality environments in education - Identifying difficulties and possible solutions during thesis work / G. Bujdosó, C.M. Novac, O.C. Novac, T. Roskó, K. Teperics
Dátum:2022
Megjegyzések:In recent years, virtual reality (VR) has been introduced into a special field of education at the Faculty of Informatics of the University of Debrecen, Hungary. We launched VR courses and created immersive VR environments to provide curricula for our students. Based on VR courses and available curricula, students can choose thesis topics in this field at the end of their BSc studies. During the thesis work, they have to design and create a thematic environment with an immersive VR software: the MaxWhere 3D platform. Students come to the thesis work with different prior VR experiences: Most of them encountered VR in a learning environment, i.e., they had university courses on VR or had and used curriculum in a VR environment. However, there are those who come to the thesis work without learning about VR, learned from games only about VR. Our assumption was that students in the 21st-century generation have a sense of "VR thinking" so they can seamlessly switch between the real and virtual 3D worlds. Experience has shown that this operation is not trivial for all of them. To determine the range of difficulties in thinking in VR and to explore the causes of the problems, we used the method of a personal interview survey among students. The survey found that students who did not encounter VR in an educational setting were much less able to think creatively in VR. The level of creative thinking in VR was also lower for those who had already played VR games anyway. To develop creativity in thinking about VR, we presented key information on the thesis work in a VR environment to students who plan to work in VR. Experience to date has shown positive effects in developing creative VR thinking. In this paper, we present our experiences concerning the students' thesis work on the use of VR as a framework as well as the results of the survey
ISBN:978-84-09-42484-9
Tárgyszavak:Műszaki tudományok Informatikai tudományok előadáskivonat
könyvrészlet
Virtual reality
VR
virtual reality in education
university education
higher education
education
MaxWhere
thesis work
Megjelenés:EDULEARN22 Proceedings / IATED. - p. 10216-10221. -
További szerzők:Novac, Mihaela Novac, Ovidiu Roskó Tibor (1992-) (informatikus) Teperics Károly (1963-) (geográfus)
Pályázati támogatás:SZTE
MTA
EFOP-3.6.3-VEKOP-16-2017-00002
EFOP
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3.

001-es BibID:BIBFORM104468
035-os BibID:(WOS)000530109200097
Első szerző:Bujdosó Gyöngyi (informatikus, informatika, matematika, kémia tanár)
Cím:Virtual reality in teaching geography / Gyöngyi Bujdosó, Erzsébet Jász, Zsuzsa Császár M., Andrea Farsang, János Kapusi, Ernő Molnár, Károly Teperics
Dátum:2019
Megjegyzések:Teaching needs to find new ways all the time. This research aims to renew both the contents and the methodology of teaching the geography of Hungary in primary and secondary education by developing a package of new tools (tasksheets, online and ICT-based activities, teacher support material and even VR), which focus on a selection of regions, landscapes and settlements. It is based on the activities of a research group of the Hungarian Academy of Sciences established in 2016, involving both secondary school teachers, university lecturers and teacher trainees. The research is concluded within the methodological framework of problem-based (Barrows, Kelson) and project-based learning (Dewey, Kilpatrick), but also relies heavily on digital devices and Internet-based resources. The purpose of the research group is not only to expand teachers' inventory and skill set but to help modern methods and practices spread across teaching communities while offering students new ways to improve their skills and digital competence within their Geography studies. As part of this research, a sample learning environment has been developed to show secondary schools geography teachers how to use the VR environment for designing problem-based methods. The Lake Balaton area, one of Hungary's most visited tourist regions, is used to present the sample environment. We use the MaxWhere collaborative service (3D Web + 3D Cloud + 3D Apps) that provides predesigned and predefined working areas in which users (teachers and students) can manage their own projects with personalized and shared contents by using modern Web technologies in a very natural and creative way. In that particular case, students are encouraged to discover this new digital environment and create their own interactive Balaton projects, which require individual research and are all connected the recent geographical issues and problems raised in the teaching material. We believe the introduction of VR to Geography teaching is not only motivating for students and teachers but demonstrates some collaborative techniques that can be applied to knowledge transfer and the development of creative thinking in other subjects as well.
ISBN:978-84-09-14755-7
Tárgyszavak:Műszaki tudományok Informatikai tudományok tanulmány, értekezés
könyvrészlet
Virtual Reality
VR
MaxWhere
Motivation
Teaching Geography
Megjelenés:ICERI2019 Proceedings / Chova L. Gómez; Martínez A. López; Torres I. Candel. - p. 659-665. -
További szerzők:Jász Erzsébet (1990-) (földrajztanár) M. Császár Zsuzsa Farsang Andrea (1967-2022) (geográfus) Kapusi János (földrajz) Molnár Ernő (1978-) (geográfus) Teperics Károly (1963-) (geográfus)
Pályázati támogatás:MTA-TKI Educational Research Programme (2016-2020)
Egyéb
EFOP-3.6.3-VEKOP-16-2017-00002
EFOP
Internet cím:Szerző által megadott URL
DOI
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