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#AI@Work: AI, AR, VR and Learning

Adaptive Learning (AL) has the potential to be of great value. It customizes learning environments to the individual. It integrates prior knowledge and accounts for individual progress. Sherry Turkle from MIT is the author of several books including Alone Together. Sherry believes that technology-based learning environments are limited. Learners can only thrive face-to-face. However, as technology improves, learning science is challenging this. AI has the potential to personalize, individualize and adapt. Most of what has happened so far has been trial and error. There is a need for sound research and proven techniques of instruction. 75% of learners report that using AL is helpful. They like it for learning new concepts and making them aware of previously unknown concepts.
Adaptive environments are included in some LMS (Learning Management System) technologies. In AL classes, adaptive and required assignments are combined. Research suggests that instructor interactions are desirable. AL can be used to collect data. This provides insight and leads to more engaging interactions and instructor outreach. AL can provide insight into learner habits and open new opportunities for learning. There are many chances to create new instructional approaches, based on feedback and data.

Virtual Reality (VR) will also bring new learning environments. One model appropriate for this kind of technology is the studio model. In this model the student is responsible for the learning not the teacher. Learners are encouraged to experiment, create, make mistakes and do it again. The more constructive and varied the efforts, the more learning that takes place. More than learning facts and skills, learners are learning how to learn. They apply what they learn and put it into practice. They have the flexibility to apply it to new scenarios and situations. Learners can plan, monitor and adjust the ongoing learning process. Virtual reality has so far had limited applications in education. There are many reasons including culture and costs. The main issue lies in the education itself. In a studio or lab environment the role of the expert and the learner are switched. Learners initiate new learning experiences. Experts are expected to coach not lecture or teach (Andriessen & Sandberg, 1999).

Virtual Reality provides authentic immersive experiences. It can simulate the real world which may not be accessible to the learner. The environment might be dangerous. It may be expensive or limited by time or geography. Often what if scenarios are played out in VR. This is so the learner can transfer the knowledge to real world situations.

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