Balint Lampert

57203679462

Publications - 4

Opportunities of VR for Teaching History

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2024-01-01

Volume: 21

Issue: 3

Page Range: 143-162

Description:

The present study examines the opportunities of VR in the context of humanities and arts and – within their frameworks – in that, of history. Its novelty clearly lies in the fact that in this fields’ cyberspace is not used either by public or by higher education. The inclusion of info-communication tools for history teaching, does not really follow the current trajectory of development. Educators usually work according to methods that have become the most common and familiar. This research clearly revealed that students, who regularly use the VR space, in a History course of teacher training, consider it experiential, user-friendly, simple, problem-oriented and thus, easier to visualize historical facts. The regular and widespread use of VR software could greatly and easily help to progress the historical curriculum space.

Open Access: Yes

DOI: 10.12700/APH.21.3.2024.3.10

University lecturers' distance learning experiences gained during the COVID-19 pandemic period

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 325-330

Description:

Semester 2 of the academic year 2019/2020 has brought along a special situation and a variety of new solutions in education throughout the world. The emerging pandemic situation changed the system considerably by impeding both lecturers and students from working and meeting personally. Transition to online, distance education has also presented new challenges to educators, parents, teachers, university lecturers and students, as well as a new path of development. During our research, the experiences and difficulties gained by the members of Apaczai Csere Janos Faculty at Szechenyi István University in the past semester were examined with the help of an online questionnaire. Preliminary results show that the semester of distance learning, despite its difficulties, brought several positive results that enhanced teachers' creativity, pedagogical competencies as well as methodological culture of how the different tools and programs were used.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237890

Distance learning system established for teachers of hungarian language and culture in diaspora with the support of MaxWhere 3D VR

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 331-336

Description:

At the Apáczai Csere János Faculty of Széchenyi István University we had the opportunity to create a distance learning system that helps colleagues in the diaspora to teach Hungarian as a foreign language. Free interface became available to educators interested in the programme in May 2020. Distance learning is realized via Moodle of the university's VR learning system, complemented by the possibilities provided by MaxWhere 3D VR learning spaces. In the process of developing the distance learning system, professional, content-related and technical needs were assessed with the help of focus group interviews. The present study aims to present this process as well as the theoretical and practical background of the establishment of this distance learning system.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237853

MaxWhere VR-learning improves effectiveness over clasiccal tools of e-learning

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2018-01-01

Volume: 15

Issue: 3

Page Range: 125-147

Description:

The paper investigates how workflows can be communicated and shared through linguistic descriptions, digital content and technological tools. We focus primarily on the content and digital tools of e-learning and VR learning. However, the results of the paper can be applied to collaborative workflows in general. The paper compares the effectiveness of three techniques, ranging from well-known to radically new: classical e-mail/ attachment based sharing, sharing through web interfaces (through a Moodle frontend), and sharing through a VR interface provided by a recently developed VR engine called MaxWhere. To this end, the paper introduces new methods and a new set of concepts for the purposes of benchmarking digital capabilities and user effectiveness within the domain of workflow sharing. The paper applies these concepts and methods to compare the use of the above listed technologies with the participation of 379 test subjects. Tests show that the users were able to complete the required workflow at least 50% faster in the MaxWhere 3D environment than in all other competing cases. The paper also proves that 3D environments are capable of providing users with a much higher level of comprehension when it comes to sharing and interpreting digital workflows.

Open Access: Yes

DOI: 10.12700/APH.15.3.2018.3.6