1 of 1

Future Work

  • Additional data can be implemented in the survey to created a more accurate survey for users.
  • It was difficult to find specific datasets of AI/VR being used to educate, so as technology develops and new datasets become available, the app will continue to improve.

Limitations

Work Cited

Features

  • Only used data that were available at the time
  • Datasets about AI/VR were not easily accessible, so app was mostly education instead of user-input based
  • Future problems that may occur: Cost issues, access to electricity, lack of resources

Problem Statement & Possible Use

[1] Alhalabi, Wadee S. “Virtual Reality Systems Enhance Students’ Achievements in Engineering Education.” Behaviour & Information Technology, vol. 35, no. 11, Nov. 2016, pp. 919– 925. EBSCOhost, doi:10.1080/0144929X.2016.1212931.

[2] “Education Spending by State - How Does Your State Compare?” Teaching Certification, 21 Apr. 2022, https://teaching-certification.com/teaching/education-spending-by-state/.

[3] Mantle, Stacy. (2001). “The Seven Learning Styles.” https://ncstatecollege.edu/documents/StudentSrvcs/Tutoring/Student_Resources/the%20seven%20learning%20styles.pdf

[4] Nirmalya Thakur, Saumick Pradhan, Chia Y Han. (2021). "A Dataset on Online Learning-based Web Behavior from Different Countries Before and After COVID-19." Web.

[5] Rohini, JIMS. “Educational Technology and Mobile Learning.” JIMS Inspire, JIMS, 16 Apr. 2021, https://www.jimsblog.in/educational-technology-and-mobile-learning/.

[6] Adelson, Edward. Get Ready for Physics. San Francisco, Jim Smith, 2011, pp. 5-12.

Using Technology in Education

Technology is rapidly innovating, but the education system is not innovating as fast as technology; the app is designed to be another tool for students to understand better what kind of learning style they can use and the technology that comes with it. The program will demonstrate the impact that technology can have when used for educational purposes is meant mainly for students and people who work in the education field.

Survey

  • A survey created to teach the user about their best suited learning style

Learning Styles

  • Teaches the user about the different learning styles: Visual, Auditory, and Kinesthetic learning

Fairness

  • Displays the economic difference of funding for education in the U.S.

Access to Technology

  • Shows the user the disparity between the access to technology in different states

Virtual Reality

  • Educates the user about how VR can be used for education

AI

  • Educates the user about how AI can be used for personalized learning

Method/Algorithm

Test Cases/Results

Anthony Ung, Sebastian Soto, Vanessa Castillo,

Tyler Nguyen, and Joseph Nguyen

Undergraduate Mentor: Anil Shanker

Instructor: Dr. Aksu

Input: Test Case 1

  1. Press the Take Survey Button.
  2. Go to the VR Section (Press the Pink Button).
  3. Go to the A.I. Section (Press the Blue Button).
    1. And Choose Germany.
  4. Go to the Access to Technology Section (Press the Yellow Button).
  5. Go to the Fairness Section (Press the Red Button).

Input: Take Survey Button

Data Validation

The program checks for errors by the user. However, the program is very accommodating for the user. For example, in the survey component, if the user selects “No” for the entire survey, the program will never terminate by incorrect data, it will just return to the main menu. Our app only terminates if the user decides to closes the app.

Input: Access to Technology Button

Input: VR Button

Input: A.I. Button

Input: Fairness Button

Purpose

  • Educate users about the practicality of technology such as A.I. and V.R. and how they can be used for education
  • Demonstrate that everyone has their own learning style