"For institutions that aim to improve the career development and associated outcomes of graduates, developing structured undergraduate research programs and a culture of participating in academic work outside of course or program requirements is supported by the findings of this study."
-Majewski (2018)
-How will we solve that problem and make a life-changing choice easier for our future students?
-Maybe mixed reality can.
Technology that combines Virtual Reality (VR) and Augmented Reality (AR), Microsoft company called it Mixed Reality, fuses the virtual and real-world into one.
"Unlike immersive VR, MR interfaces allow users to see the real world at the same time as virtual imagery attached to real locations and objects."
-Liu, Cheok, Mei-Ling & Theng (2007)
Virtual reality (VR) is an environment created by using 3 dimensional system in the sole purpose of giving the user an immersive emulated/fictional reality which breaks the barrier of the physical distance. The common gear of experiencing VR is VR headsets. Therefore, the technology can be best achieved when nothing is moving in the physical place.
(Singh, 2018)
As we can tell by the name of AR (Augmented Reality), it is a technology which enhances people's perception of the reality they are living in and overlapping virtual elements on top of it. Some common devices that you can apply AR technology are your cellphones, tablets or AR glasses. The mobility of AR outperforms VR.
(Singh, 2018)
Mixed reality (MR) is the merging of real and virtual worlds to produce new environments and visualizations, where physical and digital objects co-exist and interact in real time. Mixed reality does not exclusively take place in either the physical or virtual world, but is a hybrid of reality and virtual reality, encompassing both augmented reality and augmented virtuality via immersive technology. (wikipedia, 2020)
Steinberg (2000) expressed that VR enables the students to explore new domains, make predictions, design experiments, and interpret results through the simulations.
According to Pantelidis (2010), in her research, due to VR's immersive experience, it is easier to grab all the user's attention, which has been proven in many studies. VR is highly motivating to students because the learning materials could be visually enhanced by the technology and almost tangible to the audience (Pantelidis, 2010). It is also the technology to bridge the gap between symbolic and experiential information (Bowman, Hodges, Allison, & Wineman, 1998).
VR might be the best tool to break the physical and geographical, and imagination barriers.
"The main advantages for AR are learning gains, motivation, interaction and collaboration" ((Jorge, Silvia, Ramon, Sabine, & Kinshuk., 2014, p146).
Rather than replacing reality, AR is considered to "supplement" the reality by combining objects from the real world and the virtual environment. The lack of immersive experience, as in the case of VR makes the coexistence of the virtual content and the real world possible. Nevertheless, AR can also be applied to multiple senses, which is proven to be beneficial in the learning process for improving the educational experiences, engaging the students and facilitating access to the labour market (Azuma et al., 2001).
What's the next level of these technologies. To combine them together= Mixed Reality!
Imagine this: In a Career Life Connection class, the teacher set the MR program to Law Practice Simulation, where the students (using MR glasses or MR contact lens) will see others in suits in an actual Law Firm. Then the teacher will give out the case for today. Students can act out different roles with instructions on their screens. In the program, AI will create some other characters to interact with the players. The students can walk around, talk to the other "lawyers," shake their hands and discuss business in real life. The teachers can also wear the device to observe the students' performance for a later review and analysis.
After class, their assignment is to interact with the next level of work for the same case. The students can do group discussion using the holographic feature, and bring out the scene of the virtual law firm and keep working with their clients. They can enable the recording function to save their progress for the teachers to review the next day. The best part is, with the support of 5G technology, the students don't even have to bring the device back from the school. They can stream down (from cloud server) what they left at from the school or start a new challenge on their portable devices (cellphone, headset, smartwatch or smart contact lens).
"MR’s success will come about not only by advancing technological capabilities, but also by exploiting creative possibilities" (Hughes, Stapleton, Hughes & Smith, 2005, p29).
Something that's not quite there yet is that VR and AR technology applications in education now still mainly focus on enhancing and interacting with physical objects. To achieve my vision, the technology needs more exploration of AI characters with more complicated personalities and emotions that mimic real-life people to offer an authentic career practice. The mixed reality technology is also at its infancy; there would be a lot more to expect.
Mixed reality blends the best of the VR and AR.
VR offers unlimited work-related scenarios for the students to practice, while AR makes sure that the scene isn't entirely off reality. Together they empower the educators to create environments where the students can safely try out a wide range of options and assist them in the process of program/ career choosing.
Learning by Doing. Re-enforce the skill by doing and practicing.
The latest Microsoft's HoloLens 2 is a perfect example of what a light-weighted, comfortable and portable MR device could be. Engineers and every one in this industry are trying their best to bring the cost down. (Dan Ayoub, 2019)
I also believe that the wearable devices would become smaller and smaller in the future, like the Smart Contact Lens showed in the video.
In this video, the lead developer of the Microsoft Hololens, Alex Kipman, demonstrated an interactive training experience between himself (using HoloLens 2)and Maria (using an iPad), where she simulated a gear failure for Alex to detect and fix. If we think about the same scenario but in a classroom, it would be a teacher to give problems to the students to solve.