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New Book Helps Teachers Unlock Secrets of Virtual and Augmented Reality With Lessons, Apps, and Strategies for the Classroom
the International Society for Technology in Education to publish a book, titled Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms, to offer practical insights, lesson plans, and classroom examples so educators can make the most of these experiential worlds.
Augmented reality superimposes a digital layer on the world around us, often activated by scanning a trigger image or via GPS (think Pokemon Go!). Virtual reality takes users away from the real world, fully immersing students in a digital experience that replaces reality. Mixed reality takes augmented a step further by allowing the digital and real worlds to interact and the digital components to change based on the user’s environment.
DEVICES: iOS, Android, Chromebook, PC, COURSE: Geometry, GRADES: 2-5, 60 minutes
DEVICES: iOS, Android, COURSE: English Language Arts, Speaking and Listening, GRADES: K-1
Augmented and Virtual Reality with EON
DEVICES: iOS, Android, COURSE: Earth and Space Science, GRADE: 4, 45 minutes
Scavenger Hunting as a Classroom Activity
The app offers teachers a unique way to create a scavenger hunt by designing AR messages and leaving them in specific places for students to “discover.”
The Waypoint App also allows for creation of educational scavenger hunts using augmented reality. Educators can easily add questions that address lesson objectives, set specific locations where the questions are hidden, and then have students hunt for questions by following the map. The hunt is easily shared with students on a variety of platforms, including text messaging and email.
Breakout EDU has become a popular game in education. Driven by creativity, teamwork, and problem-solving, the game provides a fun learning experience as it challenges students to compete in solving puzzles. The game centers on a series of questions; each solved question unlocks the next part of the activity. Students work in groups, competing against other groups to open all the locks first.
FRIDAY, SEPTEMBER 28, 2018 https://uwaterloo.ca/news/news/university-waterloo-have-first-virtual-reality-optometry-lab
A new virtual reality (VR) training lab at the University of Waterloo’s School of Optometry and Vision Science, will help Canada’s next generation of optometrists learn how to diagnose vision problems and eye diseases more quickly and accurately.
The new lab, funded through an $800,000 investment by national eye care provider FYidoctors, At a total cost of $1.5 million, the FYidoctors Simulation Lab is the first of its kind in Canada and will ensure the School remains at the forefront in optometric education in North America.
Dr. Al Ulsifer, CEO and Chairman of FYidoctors and Waterloo alumnus, said that this investment isn’t just an investment in the University, but a stake in the future generation of optometrists.
The lab will initially include 5 Eyesi® Binocular Indirect Ophthalmoscopes (BIO) are state of the art augmented reality simulator for training of retinal examinations and provides a highly realistic and dynamic 3D simulation of the anatomical structures of the eye and ophthalmoscope optics.
For more detailed information visit: https://www.vrmagic.com/simulators/feature-pages/indirect/
Phase two of the lab, to be unveiled at a later date, will include the addition of the Eyesi® Slit Lamp simulators. This technology will allow students to practice basic handling of the device and skills required to conduct a corneal exam, retinal exam and Gonioscopy & Tonometry.
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40 virtual reality headsets with haptic handsets for them to manipulate in the VR/AR space, and I connected them to content from New York Times VR and WITHIN. The content placed students in settings such as on the ground in a refugee crisis or in the midst of the Millions March in New York City.
At the beginning of every class, they would go into this virtual space and engage with the content instead of just reading it. They’d respond to me about what it was like to be immersed in the experience.
The content from the WITHIN app provided one of the more visceral experiences for students.
At the end of the course, for example, students met with a shark tank-type group—investors from the community, business, and industry folks—and pitched them business ideas that would utilize VR to provide a solution to problems that were local, regional, national or even global in scope.
Were you able to measure this success?
The way that I measured it was completion. How many of my students actually got through my class successfully? It was over 85%. My research from the two classes where I used VR and this approach shows students were engaged, and ultimately more successful in my classes.
Haptics provide a critical role in making our devices more interactive.
1. Eccentric Rotating Mass (ERM)
2. Linear Resonant Actuator (LRA)
3. Piezoelectric Actuators
4. Forced Impact (Accelerated Ram)
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James Paterson, Aug. 28, 2018
Similar labs are planned for the University of Texas at San Antonio and McMaster University in Canada, according to a blog post from Google, which partnered with the ed-tech company Labster to create the virtual labs. In addition, virtual labs also are available at eight community colleges in California, offering IT and cybersecurity skills instruction.
About half of colleges have space dedicated to VR, with adoption expected to increase as technology costs go down, according to a recent survey by nonprofit consortium Internet2. The survey found that 18% of institutions have “fully deployed” VR and are increasingly making it available to online students, while half are testing or have not yet deployed the technology.
Colleges are using VR for a variety of purposes, from classroom instruction to admissions recruiting to career training.
In addition, because the use of VR is growing in K–12 education, students will expect to use it in college.
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Lynne Schrum and Sandi Sumerfield 4/26/2018
Many museums now offer makerspaces and after-school programs, and universities have developed low-cost materials to spark students’ imagination and interest, such as the Carnegie Mellon CREATE Lab
The Smithsonian National Air and Space Museum in Washington, D.C
Art museums throughout the world offer virtual tours sorted by collection, artist or decade.
After one of these rich experiences, students can use free resources, such as Skype in the Classroom, to connect with experts to engage in scholarly dialogue to make their experience more meaningful and academically relevant or to interact with learners in other parts of the world.
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At NYC Media Lab recent Exploring Future Reality conference, long-time educators including Agnieszka Roginska of New York University and Columbia University’s Steven Feiner pointed to emerging media as a way to improve multi-modal learning for students and train computer systems to understand the world around us.
the Lab has completed dozens of rapid prototyping projects; exhibited hundreds of demos from the corporate, university and entrepreneurship communities; helped new startups make their mark; and hosted three major events, all to explore emerging media technologies and their evolving impact.
Kiwi enhances learning experiences by encouraging active participation with AR and social media. A student can use their smartphone or tablet to scan physical textbooks and unlock learning assistance tools, like highlighting, note creation and sharing, videos and AR guides—all features that encourage peer-to-peer learning. (my note, as reported at the discussion at the QQLM conference in Crete about Zois Koukopoulos, Dimitrios Koukopoulos Augmented Reality Dissemination and Exploitation Services for Libraries: http://blog.stcloudstate.edu/ims/2018/05/21/measuring-learning-outcomes-of-new-library-initiatives/
Training and simulations for police https://streetsmartsvr.com/
Street Smarts VR is a startup that is working to provide solutions for a major issue facing America’s communities: conflicts between police officers and citizens.
NYC Media Lab recently collaborated with Bloomberg and the augmented reality startup Lampix on a fellowship program to envision the future of learning in the workplace. Lampix technology looks like it sounds: a lamp-like hardware that projects AR capabilities, turning any flat surface into one that can visualize data and present collaborative workflows.
Calling Thunder: The Unsung History of Manhattan, a project that came out of a recent fellowship program with A+E Networks, re-imagines a time before industrialization, when the City we know now was lush with forests, freshwater ponds, and wildlife.
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VR, AR, And MR: What’s The Difference? [INFOGRAPHIC]
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