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Personalized Learning For Stem Education
Personalized Learning For Stem Education
Submitted by
Govind Guleria (3417)
Hemant Kumar Gurjar (3422)
Sahil (3449)
Yogendra Singh (3461)
Dr. B P Patil
External Examiner Principal
A
Project Stage-I Report
on
is successfully delivered
by
at
Abstract
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Personalized Learning for STEM Education using Immersive Technology
Acknowledgments
We would like to express our gratitude to our guide Dr. N K Bansode, along
with Prof. Anup Kadam.
We would also like to express our gratitude to our HOD Prof. (Dr.) Sunil
Dhore.
Govind Guleria
Hemant Kumar Gurjar
Sahil
Yogendra Singh
(B.E. Computer
Engg.)
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Personalized Learning for STEM Education using Immersive Technology
Contents
Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I
.
Acknowledgment . . . . . . . . . . . . . . . . . . . . . . . . . . . II
1 INTRODUCTION 1
1.1 Details of project work . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.3 Scope Of The Project . . . . . . . . . . . . . . . . . . . . . . 2
1.4 Motivation of the project . . . . . . . . . . . . . . . . . . . . . 3
2 LITERATURE SURVEY 4
2.1 Personalized Learning. . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . 4
2.2 Immersive Learning . . . . . . .. . . . . . . . . .. . .. . . .. . . .. . . . . .. . . 8
2.3 Personalization in recent works . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.4 Proposed system . . . . .. . . .. . ….. . . .. . . .. . . . . .. .. .. . . . . .. . . . . 15
3 REQUIREMENT ANALYSIS 18
3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
3.1.1Purpose and Background to Proposed Work . . . . . . 18
3.1.2 Scope .. . . . . . . . . . . . . . . . . . . . . . . . 19
3.2Description and Functions of the Product . . . . . . . . . . . . 20
3.2.1Product Perspective . . . . . . . . . . . . . . . . . . . 20
3.3Specific Requirements . . . . . . . . . . . . . . . . . . . . . . . 21
3.3.1Functional Requirements . . . . . . . . . . . . . . . . . 22
3.3.3Design Constraints . . . . . . . . . . . . . . . . . . . . 25
3.4Future Scope . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
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Personalized Learning for STEM Education using Immersive Technology
4
IV
5 DETAILED DESIGN 31
5.1 Architectural Design.......................................................................31
5.2 UML Diagrams................................................................................32
5.2.1 Sequence Diagram..................................................................33
5.2.2 Activity Diagram.................................................................34
5.2.3 Use case Diagram....................................................................35
5.2.4 State Diagram.....................................................................35
6 PROJECT PLANNING 36
7 CONCLUSION 39
8 References 41
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Personalized Learning for STEM Education using Immersive Technology
List of Figures
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Personalized Learning for STEM Education using Immersive Technology
Chapter 1
INTRODUCTION
The project will also look into how the platform fares with STEM
education. This will entail involving users, training, and gathering feedback
necessary for future improvement of the platform. Educational institutions
will be used for implementation, while the project will strictly adhere to
legal and ethical standards of data protection and educational rules. Finally,
their aspiration is to transform the current STEM education by introducing
personalized immersive learning.
This study is intended to outline the project’s features, serving as a guide
for developers as well as a software validation for a potential client.
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Personalized Learning for STEM Education using Immersive Technology
1.2 Objectives
The main purpose is creating a new custom learning system for science, technology,
engineering, and math subjects using virtual and augmented reality. This includes
developing an easily navigable and interactive interface. It includes incorporating data
analytics and customized approaches in tailoring education materials specific to learner’s
strengths and learning weaknesses with regard to STEM fields. Testing rigorously,
checking quality, and doing usability evaluations will make the platform reliable and
effective. The system will have user training, feedback to refine the algorithm, and an
ethics based on data protection and education regulations. Finally, the study will address
how STEM innovations affect teaching and learning and how to improve STEM education
that supports student centered STEM engagements which involve active thinking to
address complex STEM problems.
In STEM scope includes DSA, Higher Math’s, Physics, and AI. There is, therefore, the
need to design an individualized learning system unique to the four STEM classes. They
will adopt the use of virtual reality (VR) technology and augmented reality (AR) for
enhanced experiential learning in these fields. Consideration of using design and user-
friendly interface; implementation of Personalization techniques and Predictive analysis to
address learners’ heterogony while teaching on subjects like DSA, Higher Mathematics,
Physics and Artificial Intelligence etc. Some of the aspects of this project include testing,
quality assurance, among others like feedback processes and user trainings schemes. Ethics
in data collection, privacy issues and adherence to education laws are also going to be
covered in the project’s scope. This means redesigning STEM education in those sectors by
applying something simpler than traditional study.
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Personalized Learning for STEM Education using Immersive Technology
Among the top driving factors, the most important one is the issue that
necessitates to handle different learning styles. The capacity to grasp and
remember information differs in students. Others are those who absorb
information visually such as those who use diagrams, charts, visual aids, and
such. The others are kinesthetic learners, who have difficulty understanding
difficult concept except physically involving themselves in the activities and
processes. Also, they use listening and discussions and to have a better
understanding. This project is motivated by the aim of recognizing these
differences, and creating a supportive learning environment that caters for
such diverse learning styles.
In addition, the driving forces for such endeavor are centered on practical
usage of theoretical insights. Practical application is necessary for STEM
subjects, which require theoretical understanding. Simulations of real-life
scenarios and experiments using immersive technology gives students
chance apply what they know practically. In order to prepare students
adequately for the fast-paced technology driven world, this is an essential
bridge between theory and application
Finally, it should be noted that this project aims at changing the prevailing
paradigm in STEM education. Holistic learning environment for diverse
learnings abilities, engaging, simple understandable concept with application
into practical life. This projects aim is to enable learners with competencies
that will enable them survive in increasingly dynamic STEM fields as well
as in the professional world generally through exploitation of immersive
education technologies.
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Personalized Learning for STEM Education using Immersive Technology
Chapter 2
LITERATURE SURVEY
1. Individualized Learning Plans: Assessment on each students’ progress and unique learning
needs and objectives. This assessment enables to establish an individual learning program
which is adjusted for a particular student.
4. Student Choice: Some choice of students on what learns they want to acquire. This will
enable them to inquire on issues they see fit thus enhancing their understanding and meaning of
the entire process.
5. Ongoing Assessment: Continuous assessment provides feedback for teachers and learners to
monitor progress and makes adjustment where necessary.
6. Teacher as a Guide: Rather, educators act as facilitators, mentors, and guides, instead of
simple instructors. Students rely on them for support and direction so that they can accomplish
their learning goals.
In personalized learning, there is an acknowledgment that each learner is different and what
could work on one will not work in another. Its objective is to customize education for an
optimum outcome towards students’ achievement of learning objectives with high learner
participation and increased learning satisfaction.
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2. Intuitive navigation
In our comprehensive survey paper on "Personalized Learning Using Immersive
Technology," we navigate through the intricate landscape of this evolving field by
referring to a diverse array of 11 seminal papers. These key contributions span the
spectrum of immersive learning and personalized education, offering a rich tapestry of
insights and innovations that collectively illuminate the potential of immersive
technology in shaping the future of education. Bolkas et al. [58], Calvert and Abadia [61],
Jochecová et al. [87], Johnston et al. [89], Krajčovič et al. [94], Mayor et al. [111], Pirker
et al. [130], Remolar et al. [135], Tarng et al. [151], Wee et al. [160], Xu and Ke [164]
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4. Guidance assistance
Guidance assistance is a personalized method in VR education. Pande et al. [125] used
VR to recreate a field course in environmental biology, guiding students audibly and
through text for a structured learning experience. Sagnier et al. [98] provided written
instructions for aeronautical training in a VR environment.Other personalized approaches
include gaze-based navigation [43, 85], in-app instructions [65, 138], design and
assembly according to guidelines [166], virtual object design [60], progress tracking [65],
real-time motion capture [75], feedback mechanisms [88], realistic controls [78], multiple
perspectives [73], user-designed projects [63], personalized objects [163], sketches [142],
virtual environments [135], visual hints [65], and voice guidance [43].
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categorization, clustering, and association rule mining. Prediction involves using existing
data to forecast future behavior, such as sequential pattern mining and genetic algorithms.
In personalized learning algorithms, data mining methods encompass classification,
clustering, association rule mining, sequential pattern mining, genetic algorithms, and
swarm intelligence algorithms.
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every learner as a particle and make the route choice within the mastering manner and
assessment fee as a consultant of the its space for customized mastering route optimization
by means of the usage of Particle Swarm Optimization (PSO) set of rules. Ahmad et al.
[39] introduce the idea of the usage of ant colony optimization algorithm and concept
graph to suggest suitable mastering paths for specific getting to know businesses. Cheng
Yan [40] proposes the extension and colony set of rules to clear up the advice trouble of
mastering path. The assessment of learning course and the traits of target users in expertise
stage and learning style are comprehensively referenced within the recommendation
decision.
Virtual reality (VR) offers engaging experiences by breaking through technical barriers,
making it increasingly accepted among researchers and consumers [97, 145, 149].
Immersive VR, with its technical capabilities, motivates educators to shift from Virtual
Learning Environments (VLEs) to Virtual Reality Learning Environments (VRLEs) and
from desktop computers to contemporary Head Mounted Displays (HMDs) [56, 145].
Virtual Learning Environments (VLEs) have gained popularity in delivering educational
content and facilitating various teaching and learning activities, including online courses
and collaborative projects [161].
VRLEs leverage VR technology to provide immersive and interactive educational
experiences, replicating real-world events such as medical procedures or engineering
projects [143]. However, VRLEs require specific hardware and software, like VR
headsets and motion controllers, which can be costly.
VR's core advantage in education is its advanced interaction with controllers, providing
intuitive user control. Immersion is a crucial aspect of VR, enhancing the sense of
presence [121, 162].
Immersion and presence in VR have evolved with technological progress [59].
Immersion depends on the system's technological qualities, varying across different
systems [59]. Presence is the users' feeling of "being there" and can vary among users,
even with the same systems and conditions.
Department of Computer Engineering, AIT, Pune
Personalized Learning for STEM Education using Immersive Technology
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VR has been used in various educational fields, including medical sciences, architecture,
astronomy, biology, chemistry, engineering, history, mathematics, physics, psychology,
and more [72, 107, 139, 118, 73, 51, 60, 61, 43, 130, 77].
While there have been past reviews on VR in education, there is limited research on
personalization approaches in VR educational environments [64, 79, 123, 128, 159]. This
systematic review aims to bridge this gap by analyzing VR-related components and
gamification strategies in the reviewed literature.the models are computationally efficient,
making them suitable for diverse appearance datasets.
Checa et al. [64] conducted a systematic review of VR combined with serious games for
educational or training purposes. The study focused on user immersion levels and knowledge
acquisition, including students, professionals, and the general public, yielding diverse
15
results. However, the study did not explore VR's advantages and limitations as an
educational approach.
Pellas et al. [128] examined studies on VR implementation in K-12 and higher education
settings, exploring benefits, challenges, and drawbacks. While providing information on
hardware, software, and educational topics, it lacked analysis of immersion levels,
personalization techniques, gamified features, and group sizes in the studies.
Hamilton et al. [79] published a systematic review comparing immersive HMD-based VR
educational applications with less immersive methods. The research analyzed cognitive
components and learning outcomes across subjects but missed aspects like user perceptions,
motivation, engagement, and system limitations.
Scavarelli et al. [140] explored VR and augmented reality (AR) in enhancing social learning
spaces. The study highlighted benefits like immersive experiences and collaborative learning
but also noted challenges such as high hardware costs and technical skill requirements. VR
and AR were seen as potential tools to transform traditional classrooms into dynamic
learning environments.
Radianti et al. [132] conducted an extensive analysis of immersive virtual reality (IVR) in
higher education. They discussed IVR's design elements, educational benefits, and
challenges, emphasizing its potential for engaging learning experiences, active learning, and
improved information retention. Issues like high costs and technical skills were highlighted.
The study recommended further research to harness IVR's potential in higher education.
Luo et al. [101] systematically reviewed VR's application in K-12 and higher education from
2000 to 2019. They discussed VR's advantages, including increased engagement, motivation,
and enhanced learning outcomes. Future research directions and recommendations for
integrating VR into education were provided.
Di Natale et al. [69] conducted a decade-long systematic review of IVR in K-12 and higher
education. They explored IVR's impact on learning outcomes, engagement, and motivation,
emphasizing its potential for active and experiential learning. The review suggested future
research areas and ways to incorporate IVR into education.
Loureiro et al. [100] reviewed the applications of VR and gamification in marketing higher
education. They investigated how these technologies could enhance student engagement,
enrollment, and learning outcomes. The analysis proposed a research agenda to assess their
effectiveness in marketing higher education.
Nesenbergs et al. [120] conducted a systematic review of AR and VR in remote education,
focusing on their potential to enhance distant learning experiences and outcomes. The
authors discussed the impact of AR and VR in remote education, identifying limitations and
benefits.
One common point among these publications is the lack of exploration of personalization
strategies, specifically tailored to diverse learners' needs, preferences, and abilities, similar to
intelligent tutoring systems.
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However, integrating VR and gamification into education presents potential challenges and
limitations. High development and implementation costs may restrict access for some
learners and institutions. Moreover, educators may require specialized training to effectively
incorporate VR into their teaching methods. Lastly, VR experiences may not be suitable for
all learners, especially those who experience motion sickness or sensory disorders [110].
Using VR in education small sample size, no control groups[73,106], virtual content of 360°
images and videos, Limited data analyzed and presented, Limited movement within VR
simulation[88,125].
Data collected for reuse had only one question [89], insight was affected by the lack of three-
dimensional vision [127], distractions by the app's features inside seemingly because of [57],
novel attention-grabbing audio [73], perspective was limited [127], gender equality Subjects
sought further research [148], unable to teleport a insensitivity to multiple locations in virtual
space [73], issues in defining virtual objects (Megat et al. [114 , lack of reality ], limited
analytical methods [137], HMD a low [ 14 ]. one area [88], none significant between VR
approach (experimental group) and traditional approach (control group) No difference [102],
only teachers attitudes are examined, not students [53], the presence of a research assistant
during practice sessions that may adversely affect the results [57], the lack of research on the
effects of PSVT: R on gender [60], censorship types (Leap). Motion) controller needs some
learning to get used to it [44], short-term testing [156], almost twice as many participants in
experimental group as in control group [60], lack of simulation there is representation of the
user's body [73], VR gyroscopic controller provides VR .environment has indirect movement
[73], indirect control and interaction interface [164], and the users have high level of
education than the target population of the application (Xu and Ke [164]).
Improved content knowledge was also found in studies by Zhang et al. [165] Regarding fire
safety, Johnson-Glenberg et al. [88] and biology, Calvert and Abadia [61] and history for
university and high school students in Australia, and Brown et al. [60] Associated with
visual and spatial awareness learning. Although most research emphasizes VR as an
excellent tool for helping students understand the topic, Porter et al. [131] found little
evidence to support this claim.
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5 Increase engagement
Parmar et al. [127] reported that students found the VR application satisfying and effective
in terms of engagement. Pirker et al. [130] noted that VR offers a more engaging and
exciting learning experience for university undergraduate students.
7 Boosts Motivation
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8 Enhances Enjoyment
VR has the potential to make learning more enjoyable, a finding reflected in the literature on
numerous occasions. Pande et al. [125] compared an interactive VR condition to a passive
video-based approach for environmental biology tasks, with students favoring the VR
experience as "enjoyable." Monita and Ikshan [118] observed similar results, with students
rating a VR planetary simulation as enjoyable. However, experiences can vary, as Bendeck
Soto et al. [54] found that some students did not appreciate VR due to unfamiliarity,
indicating diverse perspectives on new learning methods.
Calvert, Abadia [61] conducted a statistical study comparing VR interventions and 360
videos in history teaching among Australian university and high school students They found
that the VR environment 360 from students with high independent experience involvement
and feeling of being in the simulation Akman and Chakir [43] educational interventions that
worked better than the video environment also made students feel physically present in the
virtual environment. VR not only provides a sense of presence but also allows for increased
interaction and awareness, resulting in a rewarding and psychologically impactful
experience, however, Sagnier et al. [138] noted that although VR presence was important, it
was limited
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In 2012 and 2016, technologies such as CAVE VR [47] and stereoscopic glasses-based VR
[51] provided few immersive experiences despite being called "virtual reality"
Of the four studies that used the term "virtual reality," none use modern immersive VR
HMDs for optimal interaction and immersion. Instead, one study [78] used Powerwall
monitors, which provided minimal input due to their proximity to common displays. Another
study [51] used a customized system with Nvidia 3D Vision Wireless Glasses connected to a
desktop computer, which provides depth perception but compared to modern HMDs
Two of these four studies used the CAVE system [47, 78], which is suitable for group
interaction but lacks complete anatomy because users cannot recognize their virtual hands
CAVE requires projection more surfaces and 3D glasses and physical housing, making it
more robust and precious. While immersive, CAVE is considered more of a Mixed Reality
approach than VR.
One study [75] used the VUZIX Wrap 1200 HMD, which provides low two-dimensional or
anaglyph stereoscopic resolution. It was less immersive and lacked VR-compatible
controllers that allowed intuitive interaction with the virtual environment.
User Profiling: To start with, every student will be issued a personal profile within the
system. They will also be evaluated on their preferred learning styles, areas of strength and
weakness as well as subject specific interest. Initial questionnaires, learning style assessment
and even AI based on the previous academic performance can gather information.
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instance, a visual learner could be offered interactive virtual reality simulations and an
auditory learner could be provided with audio explanations.
Immersive Labs: In these virtual worlds, students can interact with STEM concepts through
3D-modeling, performing virtual experience, and edutainment escapades. Example, during
the art lesson, the students may combine virtual compounds to view reactions.
3. Real-world Simulations:
Practical Application Modules: Students will be able to apply theoretical knowledge using
practical modules on the system. Examples include simulating realistic scientific
experiments, designing engineer prototypes, and analyzing data. As an example, in a module
on physics, pupils might make digital bridges and carry out tests that pertain structural
engineering principles.
Field Trips and Observatories: It is possible for students to visit virtual locations that are
actual sites like historical monuments, ecological regions and even space observatories in
order to deepen their understanding of the subject matters. They also help to broaden their
mindset by allowing them to learn in a fun way.
Adaptive Quizzes and Tests: Adaptive quizzes and tests will be generated as part of the
system’s assessment component. The difficulty of questions will depend on how well a
student has done previously. Therefore, it guarantees every student a suitable challenge.
Immediate Feedback: This will allow students receive immediate response regarding their
submitted answers, which will allow them to reflect on their mistakes and be aware of the
correct answer. Apart from that, the system will provide clues and help when students have
trouble solving a problem.
5. Collaborative Learning:
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Shared Virtual Spaces: Group projects will be undertaken virtually in specially shared spaces
that promote teamwork and collaborative problem solving. It encourages communication,
co-operation and also peer learning.
Virtual Laboratories: Through the virtual labs, students can carry out collaborative online
experiments together enhancing their practical knowledge as well as developing student’s
thought processes.
Online Accessibility: The system will be available online through which students can access
different materials for education using a computer, smartphone or even virtual reality
headset. The flexibility allows for learning in different settings including schools, homes,
and while on transit.
The essence of this system is that it should allow for developing unique learner-centered
settings. A comprehensive solution combining aspects of data-driven personalization,
immersive experience, application, adaptive assessment, collaboration, and accessibility for
STEM education. The innovative methods can be used to make the study of STEM subjects
more appealing and enjoyable, which could help create a new wave of STEM lovers and
masters.
Chapter 3
REQUIREMENT ANALYSIS
3.1 Introduction
This policy literature review examines the transformative role of virtual reality (VR) in
education, focusing on personalization and gaming especially VR to some extent for
individual learners, integrating gaming elements into VR-based educational
environments, exploring limitations potential and targeted pedagogical issues. Our
search pattern in the Scopus database from 2012 to 2022 ensures a decade of decent
growth, in line with the rapid development of VR technology. This research is a
valuable resource for educators and researchers, contributing to an ongoing dialogue
about the interface between technology and education.
3.1.1 Purpose
The purpose of this systematic literature review is to comprehensively explore the use of
Virtual Reality (VR) in education, with a specific emphasis on personalization and
gamification aspects. It seeks to provide insights into the effectiveness of VR in tailoring
educational experiences to individual learners, incorporating gamification elements, and
addressing potential limitations. By investigating the educational subjects,
demographics, and pedagogical methods employed in relevant studies, this review aims
to offer a holistic understanding of VR's impact on education over the past decade. Its
goal is to inform educators, researchers, and stakeholders about the current state and
potential of VR in educational contexts.
The intended audience for this systematic literature review includes educators,
researchers, instructional designers, policymakers, and stakeholders interested in the
intersection of Virtual Reality (VR) and education. Educators will gain insights into
innovative teaching approaches, while researchers can explore the current landscape of
VR in education. Instructional designers will find inspiration for creating personalized
and gamified learning experiences, and policymakers can assess the potential
implications for educational policies and funding. To delve deeper into this topic, we
recommend reading seminal works on VR in education, such as "Virtual Reality in
Education: A Tool for Learning in the Experience Age" by Winn and Windschitl, as
well as "Immersive Learning: Designing for Authentic Practice" by Clark and Mayer, to
understand the pedagogical foundations of immersive technologies in education.
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Additionally, exploring recent studies and reports from organizations like the EdTech
Center at World Education can provide valuable insights into the current state of VR
adoption in educational settings.
3.1.4 References
We will make use of current resources and research on immersive system and related
systems as we work on this project. Citations will come from open-source libraries,
and pertinent periodicals to guarantee that our system is con- structed on a solid basis
of subject-matter knowledge and experience.
Personalized Learning for STEM Education using Immersive Technology
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The product, a STEM education Personalized system using immersive technology, has
several core functions. Some of the functions are:
The various user classes interacts with the system differently and has unique needs,
which should be considered during the system design and development phase to
ensure a comprehensive and efficient product. Let’s look into these in details:
3.3.4 Constraints
Data Privacy and Compliance: The project must adhere to strict data privacy
regulations. This imposes constraints on how user data is collected, stored, and
utilized.
Resource Limitations: The project will operate within resource con- straints,
including budget and available hardware resources, which may af- fect the system’s
scalability and performance.
Technological Compatibility: The system must work across a wide range of
devices and platforms, which presents constraints related to compatibility and
performance optimization.
User Connectivity: User experience may be affected by the quality of the user’s
internet connection, especially when utilizing the augmented reality feature.
Ensuring a functional experience even in low-bandwidth situations is a constraint.
tailored to their unique needs. This adaptability guarantees that students don't get
overwhelmed or bored, as they can advance at a pace that suits their abilities.
2. Immersive Content: The heart of the system is its immersive content. Utilizing Virtual
Reality (VR) and Augmented Reality (AR) technologies, it offers students an interactive
and engaging learning experience. They can explore 3D models, conduct virtual science
experiments, and engage with real-world STEM applications, significantly enhancing
their understanding and enthusiasm for these subjects.
4. Progress Tracking: For educators and students alike, progress tracking is vital. The
system generates comprehensive analytics that monitor student advancement. This data
helps teachers identify areas where a student may need extra assistance or where they can
be further challenged.
6. Content Library: The platform includes a rich library of STEM-related content, such
as educational videos, research articles, and interactive modules. This library serves as a
supplementary resource, allowing students to explore topics in-depth.
9. Feedback and Support: Real-time feedback and support mechanisms are integrated
into the system. When students encounter difficulties, they can access guidance and
clarification, enhancing their learning process.
Personalized Learning for STEM Education using Immersive Technology
30
10. Content Authoring Tools: Educators can create, customize, and share their STEM
content and lessons using the system's integrated authoring tools. This feature encourages
teachers to tailor the curriculum to their specific classroom needs.
1. Development Tools and Libraries: For training and inference, the agent will leverage
machine learning frameworks such as Tensorflow (v2.6) and PyTorch (v2.x).
Furthermore, it may involve using machine libraries such as OpenCV (version 4.5) that
are necessary to process images. Communication with these libraries and tools will be
characterized by calling the API of machine learning models and image analysis
processes.
2. Database Integration: An interface is required by this system that can deal either with
getting facials on the database or storing new data.
3. APIs for Third-Party Integration: Access points or open APIs to link to their criminal
database, incident reporting system, and other spy gear available to the police.
4. Operating Systems: This is the way the system to develop will be built to run on
windows windows (10 and 11).
5. Security Protocols: Firewall connectors, IDS, as well as encryption tools will be used
for data privacy and system integrity purposes.
Personalized Learning for STEM Education using Immersive Technology
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Ethics: The system should not delve into inappropriate outfit generation and
should take into account of user’s modesty. The system shouldn’t be biased
towards certain age groups, races or color.
Compliances: The system should adhere to rules and compliances stated by the
authorities and stakeholders and should limit it’s working domain to that specified
be the compliances.
3.5.4.4 Flexibility: The system should adapt to changes in user preferences, al-
lowing for the integration of new fashion items and the modification
of recommendation algorithms.
Personalized Learning for STEM Education using Immersive Technology
33
The future of work on personalized learning in STEM education with immersive technology
is promising and has broad areas of application. Additionally, with the ability of artificial
intelligence algorithms to process and customize the program for each student going, these
programs will be specific to individual students using new generation technologies such as
5G networks and edge computing to ensure access to education in live content regardless of
location . The program could also consider partnering with schools and ed tech companies to
increase engagement and impact. Additionally, it would be helpful to see the effect of
dissolving in the students’ exhibition on the timing of the display in the student exhibit on
the timing of the display showing the student’s exhibition in the lighting and actual reality
moving ahead of the new technological sensibilities and hence the symmological demands of
symmological educational concepts. You are meant to be. This project has a strong future
outlook; Its flexible nature allows for flexibility according to changing technology as well as
the educational environment.
Chapter 4
ALGORITHM ANALYSIS AND
MATHEMATICAL MODELING
Algorithm: Collaborative Filtering (CF) uses historical user data to make recommendations.
User-based CF and item-based CF are common approaches. Singular Value Decomposition
(SVD) is a matrix factorization technique often used with CF.
Mathematical Model: For SVD, it involves decomposing the user-item interaction matrix
into three matrices representing users, latent factors, and items. The model optimizes these
matrices through techniques like stochastic gradient descent.
Algorithm: Matrix Factorization (MF) aims to decompose the user-item interaction matrix
into latent factors. Techniques like SVD, Alternating Least Squares (ALS), and Stochastic
Gradient Descent (SGD) are used.
Mathematical Model: Matrix factorization equations calculate the product of the latent user
and item vectors to predict ratings. Models aim to minimize the error between actual ratings
and predictions.
Algorithm: Decision trees, such as ID3 (Iterative Dichotomiser 3), and machine learning
models, particularly reinforcement learning, help adapt learning paths.
Mathematical Model: Reinforcement learning involves Markov Decision Processes (MDPs)
to optimize decisions. Mathematical models include state-transition probabilities and
rewards.
Algorithm: Natural Language Processing (NLP) models, such as Recurrent Neural Networks
(RNNs), process spoken or text-based interactions for sentiment analysis.
Mathematical Model: NLP models use recurrent layers, embeddings, and softmax functions
to understand and analyze language.
Algorithm: Clustering methods like k-means group students based on similarities in their
learning patterns.
Mathematical Model: Distances between data points are calculated using metrics like
Euclidean distance, and cluster centroids are updated iteratively.
Algorithm: Genetic algorithms generate and optimize STEM content through the iterative
selection of genetic components.
Mathematical Model: Fitness functions determine how well content meets learning
objectives and guide the evolution of content.
Algorithm: Sentiment analysis involves Recurrent Neural Networks (RNNs) to analyze text
data (e.g., chat logs) for student emotions and engagement.
Mathematical Model: RNN architectures include layers for text embedding, sequential
processing, and sentiment classification.
Chapter 5
DETAILED DESIGN
Chapter 6
PROJECT PLANNING
VR framework:
Database:
Evaluation and Feedback; The project will incorporate assessment mechanisms, like
tracking progress and analyzing load to continuously evaluate students performance and
engagement. Real time feedback will be provided to both students and educators enabling
data driven improvements in the learning process.
Creating STEM Content; The project will focus on developing and adapting materials.
Through the use of algorithms these materials will be. Optimized to align with specific
learning objectives while adapting to students changing requirements.
Data. Research; Thorough data analysis will be conducted to assess the effectiveness of
personalized learning in STEM education. Valuable insights into student engagement,
knowledge acquisition as the impact of immersive technology on learning outcomes will be
gathered. These findings aim to contribute to the existing research body, on STEM education
and learning using immersive technology.
Personalized Learning for STEM Education using Immersive Technology
6.4 Project Timeline
Probable date of project completion is by the end of the term. A month-by-month
distribution and estimation of milestones is as follows:
Table 6.1: Project Timeline
Month Milestones
This systematic review is a valuable reference for faculty, students, and practitioners
interested in VR as an educational tool with individualized approaches The research covers
various aspects of research, including people number of samples, educational issues,
usefulness of VR in education, study limitations, and software development phases
The study contrasts studies using fully immersive hardware such as HMDs and cardboard
VR headsets with studies using less invasive techniques such as CAVE VR and stereoscopic
glasses-based VR over a decade of in the past Notably, the study identifies personalization
techniques in developed VR applications, in the existing literature It addresses a gap.
Additionally, it focuses on the use of game strategies to create personalized learning
experiences.
One key gap identified is the lack of adaptive teaching strategies tailored to teachers’
individual educational needs for classroom use in the reviewed courses. VR has the potential
to deliver effective motivational educational experiences based on a variety of student
content through its combination of gamified design and adaptive techniques.
The research timeline provides opportunities for researchers and educators to explore VR.
Notably, no studies from Africa were included in this systematic review.
Chemistry and engineering were the most frequently studied topics in VR-based education,
indicating their appeal to researchers. This suggests that VR is considered a practical tool for
creating educational content in these fields.
Of the VR systems used, 35% used cardboard VR headsets with smartphones due to their
convenience and cost-effectiveness in classroom applications
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