This project aims to bridge the gap between technological advancements in Knowledge Management (KM), E-Learning (EL), and emerging technologies like Artificial Intelligence (AI), Virtual Reality (VR), and Augmented Reality (AR), and the lack of skilled users able to create 3D content and establish best online practices for VR/AR content teaching and sharing. Our solution is a student-centric e-content development platform based on the Pre-Freshman Accelerated Curriculum in Engineering (PACE) program's Virtual Interactive Learning, Training, and Performance platform (VILTA). The PACE program, with a strong track record of promoting student advancement and retention (with a 55% four-year graduation rate and a 24% advanced STEM degree completion rate). PACE was established in 1987 as a face to face on campus program. The vision of the PACE program is to motivate and inspire students to obtain an advanced STEM degree. This program has evolved into a semi-immersive and entirely remote learning experience, PACE VILTA. This evolution motivates the application of open-source software to transform PACE VILTA into a comprehensive student-centric e-content development platform. By integrating AI with KM and EL on this platform, we aim to automate knowledge extraction, categorization, and distribution. The platform will be designed to personalize EL content, adapt to individual learners' pace, and enable precise assessments. VR and AR technologies will be introduced via gaming tools into an open-source Learning Management System (LMS) creating immersive, interactive, and contextual EL environments. An open-source metaverse, a unique feature of this platform, will facilitate e-content usage and sharing. The LMS's built-in controls will track students' progress through the e-content development cycle, ensuring alignment with the implemented e-content framework. This platform will serve as a testing ground for various e-content frameworks, simplify e-content creation with VR and AR tools, and promote collaborative constructivism learning. By enabling the integration of diverse investigative techniques, the platform targets the improvement of active learning models, encourages innovative e-content frameworks, and provides a medium for validating learning principles, theories, and concepts. The proposed research will focus on these dynamic integrations, anticipating comprehensive insights into the innovative amalgamation of AI, VR, and AR with KM and EL, powered by open-source software. The findings will extend the body of knowledge, suggest future research directions, and provide valuable guidelines for organizations and educational institutions seeking to improve their KM and EL initiatives through open-source innovation. The primary objective of this research is to foster advancements in Knowledge Management (KM) and E-Learning (EL) systems worldwide. It aims to make these systems not only economically feasible but also versatile and easily accessible to a broad spectrum of users. The anticipated influence of this study is extensive, encompassing a wide range of learners, from students at Morgan State University to those in K-12 education, adult learners, and participants in industry training programs. Furthermore, it aspires to have a transformative impact on governmental agencies across the globe, further broadening the reach and applicability of its findings
Speakers: Carl White David King