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  • Writer's pictureElsa Kristine Blomberg

The Rapidly Evolving World of Technology: Teaching Innovative Minds

The education system has been challenged on its ability to think creatively and with an innovative mindset the past year – just like every other aspect of society on a global scale. Confinement to our own homes is nothing new and many have adapted well to the new, temporary reality. Though the struggles of students having a hard time following lectures, understanding material, and lacking motivation are issues most schools are facing at the moment.

AAMS (Aarhus School of Marine and Technical Engineering) has been on the forefront with online education for years, with an entire Masters being conducted through online lectures and practices, the institution is well-versed in the dealings and challenges connected to online education. The sudden change in the comings and goings of students at the university has not left a disheartening mindset – on the contrary. Things are stirring behind the walls of the university these days. The practical mindset and need for innovation are still very much present.

The world of technology is constantly and rapidly evolving, which is cause for much excitement. We keep learning and developing new, innovative technologies that help us change for the better. Educators therefore have to constantly change their methods and material to make sure the minds of tomorrow are fully prepared when they graduate.

At AAMS, the future is partly seen through VR-lenses. Part of the SiliconHagen team was fortunate enough to visit the institution on Wednesday (the 17th) where the idea of how VR and AR can play a crucial role in education was discussed. The virtual reality integration has already begun at AAMS, and SiliconHagen was - of course - eager to hear more.

Students are already using VR to some extent and further application of VR and AR is in the cards for AAMS. The implementation of the immersive technology has a myriad of benefits, which would help both students and teachers immerse themselves in the subjects they are so passionate about.

There are also many practical aspects of the application of VR and AR, which underline the practical problem solving attached to the field of engineers. One of the areas discussed is the role VR can have on troubleshooting tasks. The students can thereby learn-by-doing without having to risk damaging equipment or expose themselves to any situation that could impact them in any way. Troubleshooting would also be possible to do at home, so that the student has no need to stay and use the facilities at the school.

This makes it possible to repeat the exercise, if needed, which means that all students are able to stay on top of their work. This method is also used in other fields of education, e.g. with medical students going through a VR recording of an operation. VR contributes to the learning experience for students, who are looking to work in high-risk positions. Offering them a chance for a safe learning environment where failure is without those substantial consequences.

The repetitional aspect, made possible with VR and AR, contributes to proficient work, which is also possible to do from home.

There are many benefits of applying VR and AR to support the existing teaching methods. The aspect of gamification also shortly entered the conversation on Wednesday, which the highly competetive students could use to their advantage. And who doesn't like a bit of friendly competition?

We at SiliconHagen are excited to see where this VR-journey will take AAMS.

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