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DEFINITION OF THE FOLLOWING TERMS WITH THE

EXPLAINATION

A. AUGUMENTED REALITY (AR): Augumented reality is an interactive


experience of a real world environment where the objects that reside in
the real world are enhanced by computer generated perceptual
information, sometimes across multiple sensory modalities, including
visual, auditory, haptic, somatosensory and olfactory.
Augumented reality (AR) technology has the potential to tagged objects,
products sketain the original stated photo reflective sensors and
machine learning to recognized.

Keywords: Augumented marketing, augumented commerce using


electronic medua, particularly the internet (Dennis et al, 2004) we use
the term XR technologies to encompass virtual reality (VR).

B. VIRTAL REALITY (VR) is a stimulated experience that can be similar


to or other, distinct types of VR style technology include augumented
reality and the artificial world, move around in it, and interact with vitual
features or items. Rather than provide a fully immersive virtual
experience like marketing, scholars and practitioners are showing
increasing interest in extended reality (XR) technologies (XRS), such as
virtual (VR) auguemented reality (AR) and mixed reality (MR) is very
promising technological tools for producing satisfactory consumer
experiences that mirror those experience in physical stores.
Keywords: virtual reality marketing, virtual commerce consumer
neuroscience, e-commerce, 3D user interface, presence,
psychophysiological assessment.

THE DIFFERENCE BETWEEN VIRTUAL REALITY AND


AUGUMENTED REALITY:
To cut a long story short, here is the difference between virtual and
augumented reality technologies virtual reality (VR) immerses users in a
full artificial digital environment, while augumented reality (AR) overlays
virtual objects on the real world environment with images, texts and
other displays, smartphones, glasses. Augumented reality technology
can enhance travelers experiences in many ways.

C. Machine learning is an application of artificial intelligence (AI) that


provides systems the ability to authomatically learn and improve from
experience without being explicitly programmed. Machine learing
focuses on the development of the computer programs that can access
data and use it to learn for themselves.

Machine learning (ML) is the scientific study of algorithms and statistical


models that computer system use.

Machine learning is a method of data analysis that automates analytical


model building. It is a branch of artificial intelligence based on the ideal
that systems can learn from data identify pattern and make decisions
with minimal human intervention.

Internet of things (IOT): the internet of things (IOT) is a system of


interrelated computing devices, mechanical and digital machines,
objects animals or people that are provided with unique identities
(UIDS) and the ability to transfer data over a network without requiring
human to human or human to computer interaction.

D. ARTIFICIAL INTELLIGENCE: Artificial intelligence (AI) is the


simulation of human intelligence processes by machines, especially
computer systems. Draft internet things policy, the national strategy for
artificial intelligence rapid advancement in AI and machines learning
supported by increased augumented/visual reality (AR/VR) Y-O-O
growth to r each is $745 billion in 2019.

USE OF INTERNET OF THINGS (IOT)

1. The IOT enables schools to foster campus security and child


safeguarding, help educational establishments better manage their key
resources and student significantly better access to information.

2. Enhanced communication: IOT help the teacher in making a strong


communication with the students assigning the shifted educational task
student can also communicate with their teacher using the IOT enable
devices and thus they can also improve their performances.
USES OF MACHINE LEARNING (ML)

Machine learning in the form of adaptive learning can be used to remediate


struggling students or challenge gifted ones, adaptive learning is a
technology based or online learning is a technology based or online
educational system that analyses a student performance in real time and
modifies teaching methods and the curriculum base on that data.

USE OF ARTIFICIAL INTELLIGENCE (AI)

We have also seen the rise of the virtual learning environment and blended
learning alongside a significant rise in online education. This has allowed
distance learning to take new form and shapes to reach greater audience
around the world. Educational technology is now a real part of education
and something which when used effectively can make a significant impact
on teaching and learning.

USES OF ARGUMENTAL REALITY (AR): Argumental reality for medical


education and training use cases of AR technology include: creating human
body models that allow medical students with the help of simulations,
practicing surgeries on vitual patients.
USES OF VITUAL REALITY

Vitual reality has entered world education through the big door creating
new resources to teach and learn. Students absorb information much
better if they enter a 3d environment that makes everything more fun,
exciting and enjoyable.

ADAPTIVE LEARNING

This is one of many possible approaches to personalized highly targeted


education to large number of learners through various technology system
and tools.

1. Personalizing learning refer to diverse variety of educational programs,


learning experience instructional approached, academic support
strategies that are intended to address the distinct learning needs,
interest, applications, or cultural backgrounds of individual students.

PERSONALIZED LEARNING ADOPTIVE LEARNING

1. It provide a unique highly 1. This is one of the technique


focused learning path for each for providing personalized
student learning which aims to
provide efficient, effective,
and customized learning.

2. Personalizing learning is intended 2. Is use a data driving and in


to use its system and tools to some cases nonlinear
tailor learning experiences based approach to a instruction and
on student’s strength, weakness remediation.
and pace of learning.

It is the approaches exist a 3. Adoptive learning technology


personalized learning across support three general system
diverse higher educational which vary by factors related
institutions and programs. to time to implementation,
control of configuration and
customization and sequency
of content.

Personalizing learning is not a 4. Its benefit of adoptive


product you can buy its strategy learning is their potential to
that good teachers can improved efficiency of
implement without good teachers learning and thereby
and good strategy even a great instruction.
product designed for a
personalizing learning
applications has limited values.

In addition to educational 5. The dynamically adjust to


technologies, a comprehensive students interaction and
practice of personalizing learning performance levels delivering
can be design to include many the type of content in an
other complementary educational appropriate sequence learners
practices. For example, in an need at specific point in time
effort to create more to make progress
comprehensive approach to
learning some institutions are
implementing 21st century class-
room redesign competency base
education

DEFINITION OF THE FOLLOWING TERMS

1. Learning context management system: LMCS is an acronym for learning


context management system, a software that enables the companies
and educational institutions to create and manage lessons, course,
quizzes and other training materials. A learning management system is
the organization delivery training materials and lesson to employees,
student or partners.
2. Google jockeying: is a participant in a presentation or class who surfs
the internet for terms, ideas, website or resources mentioned by the
presenter or related to the topic. The jockeys searchers are displayed
simultaneously with the presentation, helping to clarify the main topic
and extend learning opportunities.
3. Flipped learning: is an instructional strategy and a type of blended
learning that reverses the traditional learning environment by delivery
instructional content, often online, outside the classroom. It moves
activities including those that may leave traditionally been considered
homework into the classroom.

REFERENCE

The Hechinger Reprot

Phyllis, Lockett (2010 – 2018) Teachers college at Columbia University.

University usage of cookies and similar technologies in accordance with the


teacher college Columbia University’s Website Cookie.

Gr. Godfather, Yoshua (2019) machine learning Experts (including machine


learning).

Dr. Chen (2016) another phase to join surfing and browsing – we now have
Jockeying.

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