There is always concern about the way technology is use in the classroom and if it really help the students learning process, some class could still be just learning concepts and remembering information with the use of a learning platform LMS to support teaching, in some cases consistent in using applications like Kahoot, Mentimeter, Quizlet, etc. with the sole porpoise of creating quizzes and exams, there are so many misconception about using technology in the classroom like that the use of it is solely for sciences classes, that a considerable investment in equipment has to be done, and that the teacher implementing it has to be a tech savvy. At Tecnológico de Monterrey by the participation in NOVUS Initiative for the financing of educational innovation projects was a path of discovery of discovered the importance of the interaction with other teachers, peers and students and the ability to discover new and feasible opportunities, to try to be inquiring and curious and be able to get out of the ordinary and of your comfort zone and most important that using technology is not always translate into students' academic success or better learning and understanding. The first project with technology in the science class was to bring into the biology classroom 3D SHINECON virtual reality glasses compatible with iPhone, Android and Windows from 4.7 to 6 Inches to study Human Anatomy using different 3D Virtual Reality applications to make an impact on the results that the students obtained in a test for this subject. In relation to the grade of the quizzes applied, there was no significant difference between the control group and the groups that use de VR technology. The question that arouses weather the use of technology in the classroom was of some value for academic achievement? What went wrong? What needs to be modified to obtain our academic objectives?
CITATION STYLE
Audiffred-Hinojosa, A., Pantoja-Bedolla, F. P. B., & Miranda-Leal, S. (2022). Research is formalized curiosity: Use of technology in the classroom is that enough virtual reality project. In ACM International Conference Proceeding Series (pp. 139–143). Association for Computing Machinery. https://doi.org/10.1145/3572549.3572572
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