Sunday, November 29, 2015

The convergence of technology and sports will take the game to the next level using VX Sports

VX Sport

The convergence of technology and sports will take the game to the next level
A. What VX Sport provides athletes
  B. What are the pros and cons of these mechanisms?

  
The three points of capturing, planning, and simplifying are the root of VX Sport
                  A. Interview with Ryan Cotter 
                             - What do these 3 stages mean behind the system?
                             - What is your day to day routine with this system?
                             - Any other information
                  B. Insert data graphic 

The VX Sports system is used in 3 different continents for various sports to retain the best data for athletes
                 A. What countries also use this device?
                 B. What sports?
                 C. The main goal behind the use of this product from various teams

The data metrics used with VX Sport can help trainers protect an individual that is injury prone 
                A. Details Ryan Cotter provides for this 

... additional information to be given 











            

     

Tuesday, October 6, 2015

Engaging the brain with virtual reality enviroments hooks in the attention of students

        Virtual reality environments give students a new way to process information and give them something to interact with mentally that is appealing to them. The study documented took in a scientific process on how individuals perform from no immersion that consists of illustrated text, and low immersion that consists of an educational game with a computer display and speakers, and lastly, high immersion that consists of a computer game that comes with a head mounted display and headphones. As you may know, being a student can be difficult as you easily get side tracked from the information being displayed in front of you, so in this study it proved that engaging the brain with interaction on the screen helped individuals retain the information easier and faster.

Arguably, collegiate students spend most of their education completing assignments on their computers. Thus, this generation students prefer methods conducted in this experiment. The technology that we are supplied with today are keys to how we cognitively access our data presented to us, and what we use it for.

Of the two experiments, there were no consistent evidence that applying good design was proven to be a more effective method in one medium than the other.  The study conducted experiments using narration and text in equal environments. Given this generation is more technically equip, this equipment concluded that students learn better from a computer-based game-like method.

Therefore, more research needs to be done in order to accurately depict what these experiments are trying to accomplish. Learning styles, along with generations, are evolving, so the various experiments must as well. These experiments are a very statistically supported group of data that is a decent start of how students learn today.