Searching for "virtual reality education"

virtual labs

Arizona State online biology students getting hands-on experience in virtual labs

James Paterson, Aug. 28, 2018

https://www.educationdive.com/news/arizona-state-online-biology-students-getting-hands-on-experience-in-virtua/531039/

  • Thirty students registered for Arizona State University Online’s general biology course are using ASU-supplied virtual reality (VR) headsets for a variety of required lab exercises
  • The VR equipment, which costs ASU $399 per student, allows learners to complete lab assignments in virtual space using goggles and a controller to maneuver around a simulated lab. Content for the online course was developed and assessed by ASU biology professors and was evaluated this summer. Students also can use their own VR headsets and access the content on their laptops, as 370 other students are doing.
  • A university official told Campus Technology the initiative will help online students have the experiences provided in brick-and-mortar labs as well as new ones that were impossible previously. The effort also will ease a problem on campus with limited lab space.

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.

+++++++++
more on virtual reality in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+education

take a look at OUR VR lab tour:

https://poly.google.com/u/0/view/epydAlXlJSw

eXtended Reality XR

eXtended Reality (XR): The New World of Human/Machine Interaction

Wednesday, October 31 | 9:45am – 10:30am MT |
Session Type: Breakout Session
Delivery Format: Interactive Presentation

eXtended reality (XR) technologies present opportunities to advance the higher education mission and prepare students for a new world of human/machine interaction. In this interactive session, we will explore what is being done today and what is possible in four key areas of XR: use, technology, content development, and gamification.

Outcomes:
*Identify best-of-class tools and methods available for the design and support of XR in higher ed
* Explain to campus stakeholders the potential of XR to support pedagogy, research, and student success
* Understand the areas of focus of our growing XR community of practice and how you can participate

https://en.wikipedia.org/wiki/Extended_reality
 augmented reality (AR), augmented virtuality (AV) and virtual reality (VR)

+++++++++++
more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification

https://blog.stcloudstate.edu/ims?s=virtual+reality

https://blog.stcloudstate.edu/ims?s=augmented+reality+education

https://blog.stcloudstate.edu/ims?s=mixed+reality

 

virtual field trips

Tap your community for virtual field trip experiences

Lynne Schrum and Sandi Sumerfield 4/26/2018

https://www.iste.org/explore/articleDetail?articleid=2189

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

http://www.ala.org/aboutala/offices/resources/virtualfield

https://education.microsoft.com/skype-in-the-classroom/virtual-field-trips

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.

+++++++++++
more on virtual tours in this IMS blog
https://blog.stcloudstate.edu/ims/2016/03/13/virtual-tours-museums/

http://www.ala.org/aboutala/offices/resources/virtualfield

https://education.microsoft.com/skype-in-the-classroom/virtual-field-trips

more on virtual reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

more on video 360 in this blog
https://blog.stcloudstate.edu/ims?s=video+360

VR AR MR apps for education

4 Augmented and Virtual Reality Projects That Point to the Future of Education

By Justin Hendrix     Jan 3, 2018

https://www.edsurge.com/news/2018-01-03-4-augmented-and-virtual-reality-projects-that-point-to-the-future-of-education

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 projectsexhibited 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

Mobile AR

https://medium.com/@nycmedialab/14-virtual-and-augmented-reality-projects-emerging-from-nyc-media-lab-this-spring-af65ccb6bdd8

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: https://blog.stcloudstate.edu/ims/2018/05/21/measuring-learning-outcomes-of-new-library-initiatives/

Street Smarts VR

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

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.

+++++++++++++
more on VR and education
https://blog.stcloudstate.edu/ims?s=virtual+reality+education
more on AR in education
https://blog.stcloudstate.edu/ims?s=augmented+reality+education

Library Virtual Reality Lab

https://wmich.edu/library/services/vr

https://wmich.edu/vr/learning#tutorials

https://wmich.edu/vr

Our library is gearing up to create a virtual reality demonstration station using either VTC Hive or Oculus Rift. We want to make sure that we at least a small suite of educational VR products.
If your library runs a VR workstation, could you share one or two educational titles that you’re especially happy with? We are planning on getting Mission:ISS, a simulation of the International Space Station.
Thanks!
========================================
Daniel Cornwall
OWL Program Manager / Internet and Technology Consultant
Alaska State Library

We’ve got “Mission: ISS” as well.  We’re happy with all of our educational titles so far and are looking to expand.


Best wishes,
Scooter

Scott Russell, Director of IT Services
University Libraries, Western Michigan University

scott.russell@wmich.edu

animated virtual reality

Create Your Own Animated Virtual Reality

http://practicaledtech.com/2018/01/28/create-your-own-virtual-reality/

Google’s Cardboard Camera and Street View app are good tools for creating simple virtual reality imagery

 

+++++++++++++
more on VR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+rality+education

best practices VR education

3 best practices from VR implementation across departments

BY ANDREW WOODBERRY  January 16th, 2018

Professors across many disciplines are embracing VR technology as an integral part of their learning tools

3 best practices from VR implementation across departments

. Link VR content to course outcomes. If you want to VR to succeed in your college classroom, you have to look at how 360-degree audio and video adds value. The forensic-science department, for example, is trying to get a close approximation of a crime scene so that students can acclimate to the job environment and take a real-world approach to investigations. Adding VR without adding value will not be effective.
2. Do a proof-of-concept app first. The history reenactment app was a great starting point, as it was a simple-to-film, single-location shoot that didn’t require much editing. You want to start simple to get an early win. They learned valuable lessons during that shoot, such as best camera placement to minimize distractions.

3. Get buy-in at the highest levels. Marketing students in the capstone project are presenting the final apps to the President, Provost, and other administration officials. Once you get buy-in at an administrative level, it’s easier to secure funding for more equipment and more promotion of your work to other departments.

+++++++++++
more on VR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+education

VR in education must experiment

Riddell, R. (2018, February 2). Ed shouldn’t invest heavily in VR yet, but experimentation is key. Retrieved February 2, 2018, from https://www.educationdive.com/news/ed-shouldnt-invest-heavily-in-vr-yet-but-experimentation-is-key/516160/
Google, for instance, has made virtual field trips to inaccessible locations easier for history and social studies classes with its Cardboard viewers used in conjunction with the Expeditions app. And technologies like zSpace have expanded opportunities in STEM subjects with virtual interactive dissections, diagrams and experiments.

+++++++++++
more on VR in education in this IMS blog

VR AR MR in education

7 Things You Should Know About AR/VR/MR

https://library.educause.edu/resources/2017/10/7-things-you-should-know-about-ar-vr-mr 
Augmented reality can be described as experiencing the real world with an overlay of additional computer generated content. In contrast, virtual reality immerses a user in an entirely simulated environment, while mixed or merged reality blends real and virtual worlds in ways through which the physical and the digital can interact. AR, VR, and MR offer new opportunities to create a psychological sense of immersive presence in an environment that feels real enough to be viewed, experienced, explored, and manipulated. These technologies have the potential to democratize learning by giving everyone access to immersive experiences that were once restricted to relatively few learners.
In Grinnell College’s Immersive Experiences Lab http://gciel.sites.grinnell.edu/, teams of faculty, staff, and students collaborate on research projects, then use 3D, VR, and MR technologies as a platform to synthesize and present their findings.
In terms of equity, AR, VR, and MR have the potential to democratize learning by giving all learners access to immersive experiences
downsides :
relatively little research about the most effective ways to use these technologies as instructional tools. Combined, these factors can be disincentives for institutions to invest in the equipment, facilities, and staffing that can be required to support these systems. AR, VR, and MR technologies raise concerns about personal privacy and data security. Further, at least some of these tools and applications currently fail to meet accessibility standards. The user experience in some AR, VR, and MR applications can be intensely emotional and even disturbing (my note: but can be also used for empathy literacy),
immersing users in recreated, remote, or even hypothetical environments as small as a molecule or as large as a universe, allowing learners to experience “reality” from multiple perspectives.

++++++++++++++++
more on VR, AR, MX in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

immersive reality education conference

Immerse Yourself in Learning

Realities360. The Enhanced Realities Conference

Augmented Reality

Augmented reality adds computer-generated content as a contextual overlay to the real world. This technology, often powered by devices we already carry, has enormous applications for training and development.

Virtual Reality

Virtual reality has existed for decades, but technology has finally emerged that makes it truly accessible. VR allows us to put learners in a truly immersive environment, creating entirely new opportunities for training and learning.

Expanded Realities

AR and VR are just the start of the alternate-reality conversation. There are additional technologies that we can use on their own or as part of a blend with AR and VR to increase the level of immersion in the experiences we create.

Sessions list: https://www.elearningguild.com/realities360/content/4900/2017-realities360-conference–home/?utm_campaign=r17early&utm_medium=social&utm_source=linkedin-el2#sessions-link

++++++++++++++++++++++++
more on VR, AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

1 2 3 4 5 6 16