Searching for "virtual reality education"

Virtual Augmented Mixed Reality

11 Ed Tech Trends to Watch in 2017
Five higher ed leaders analyze the hottest trends in education technology this year.

http://pdf.101com.com/CampusTech/2017/701921020/CAM_1702DG.pdf

new forms of human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR).
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combining AR/VR/MR with cognitive computing and artificial intelligence (AI) technologies (such as machine learning, deep learning, natural language processing and chatbots).
Some thought-provoking questions include:
  • Will remote workers be able to be seen and interacted with via their holograms (i.e., attending their meetings virtually)? What would this mean for remote learners?
  • Will our smartphones increasingly allow us to see information overlaid on the real world? (Think Pokémon Go, but putting that sort of technology into a vast array of different applications, many of which could be educational in nature)
  • How do/will these new forms of HCI impact how we design our learning spaces?
  • Will students be able to pick their preferred learning setting (i.e., studying by a brook or stream or in a virtual Starbucks-like atmosphere)?
  • Will more devices/platforms be developed that combine the power of AI with VR/AR/MR-related experiences? For example, will students be able to issue a verbal question or command to be able to see and experience walking around ancient Rome?
  • Will there be many new types of learning experiences,like what Microsoft was able to achieve in its collaboration with Case Western Reserve University [OH]? Its HoloLens product transforms the way human anatomy can be taught.

p. 22 Extensive costs for VR design and development drive the need for collaborative efforts.

Case Western Reserve University, demonstrates a collaboration with the Cleveland Clinic and Microsoft to create active multi-dimensional learning using holography.

the development of more affordable high-quality virtual reality solutions.

AR game developed by the Salzburg University of Applied Sciences [Austria] (http://www.fh-salzburg.ac.at/en/) that teaches  about sustainability, the environment and living green.
Whether using AR for a gamified course or to acclimate new students to campus, the trend will continue into 2017.

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15 Tech Tool Favorites From ISTE 2016

list of resources that can help educators find what they need

Google Expeditions
This virtual reality field trip tool works in conjunction with Google Cardboard and has just been officially released. The app allows teachers to guide students through an exploration of 200 (and growing) historical sites and natural resources in an immersive, three-dimensional experience. The app only works on Android devices and is free.

Flippity
This app works in conjunction with Google Sheets and allows teachers to easily make a Jeopardy-style game.

Google Science Journal
This Android app allows users to do science experiments with mobile phones. Students can use sensors in the phone or connect external sensors to collect data, but can also take notes on observations, analyze and annotate within the app.

Google Cast
This simple app solves issues of disparate devices in the classroom. When students download the app, they can project from their devices onto the screen at the front of the room easily. “You don’t have to have specific hardware, you just have to have Wi-Fi,”

Constitute
This site hosts a database of constitutions from around the world. Anything digitally available has been aggregated here. It is searchable by topic and will pull out specific excerpts related to search terms like “freedom of speech.”

YouTube
a database of YouTube Channels by subject to help educators with discoverability (hint subjects are by tab along the bottom of the document).

Zygote Body
This freemium tool has a lot of functionality in the free version, allowing students to view different parts of human anatomy and dig into how various body systems work.
Pixlr
This app has less power than Photoshop, but is free and fairly sophisticated. It works directly with Google accounts, so students can store files there.
uild With Chrome
This extension to the Chrome browser lets kids play with digital blocks like Legos. Based on the computer’s IP address, the software assigns users a plot of land on which to build nearby. There’s a Build Academy to learn how to use the various tools within the program, but then students can make whatever they want.
Google CS First
Built on Scratch’s programming language, this easy tool gives step-by-step instructions to get started and is great for the hesitant teacher who is just beginning to dip a toe into coding.
several posters about Google Apps For Education that are available to anyone for free

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More on VR in this IMS bloghttps://blog.stcloudstate.edu/ims?s=virtual+reality

VR in education

5 ways virtual reality is being used in education right now

By Meris Stansbury, Managing Editor, @eSN_Meris
October 17th, 2016
Stansbury, M. (2016, October 17). 5 ways virtual reality is being used in education right now. Retrieved January 26, 2017, from http://www.eschoolnews.com/2016/10/17/5-ways-virtual-reality-used-education-right-now/
A new survey from Extreme Networks aimed to answer this question by polling nearly 350 schools within higher ed and K-12. According to the results, 23 percent of respondents have tested VR, while 77 percent have not (40 percent of schools polled still aren’t sure if they’ll use the technology in the future). Meaning that although virtual reality has an important and growing role in education, it may take several years to get all institutions on board.
The survey notes that one challenge to implementation is that nearly two-thirds of schools are “somewhat or not sure” their IT infrastructure can currently support VR technology.
Respondents also had concerns about the lack of VR content available, as well as a lack of student resources, with 43 percent of respondents saying that VR is too expensive or difficult to implement. However, one respondent is taking this approach to providing VR to students at low or no cost: “We are putting out a call for old smartphone donations in our [community for those] who no longer need them. With the donations, we’re making sets of Google Cardboard and phones to create traveling VR stations for classes in all of our buildings.”
1. For new research: According to the Wall Street Journal, Professor Jeremy Bailenson, founding director of the Virtual Reality Human Interaction Lab at Stanford University, is using a state-of-the-art “haptic” floor of aeronautic metal that vibrates and moves to stimulate the physical world for research on how VR has the potential to change the way users feel and behave. For example, spending time flying around the world like Superman in virtual reality has been shown to increase participants’ altruistic actions outside of the lab. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts, says Bailenson. (see more in about empathy and VR in this IMS blog: https://blog.stcloudstate.edu/ims/2015/11/18/immersive-journalism/)
2. For coding and 3D design:
a class on virtual reality that gives students the opportunity to design their own interactive world, work with 3D audio and experiment with immersive technology through a combination of hands-on learning and case studies. Also, the University of Georgia is offering similar classes where students design and explore applications for VR.
3. For anatomy and dissection:
4. For engagement: A whopping 68 percent of survey respondents said the major benefit of using VR in education is to excite students about the subject matter. 39 percent said it’s great for encouraging creativity.
5. For field trips: Google has eliminated restrictions on Expeditions, their VR field trips program.

VR and education

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Devaney, L. (2016). Teachers say virtual reality would boost engagement. Retrieved from http://www.eschoolnews.com/2016/07/26/teachers-say-virtual-reality-would-boost-engagement/

July 26th, 2016

Sixty percent of surveyed teachers said they would like virtual reality to become a part of their students’ learning experience, according to the study from Samsung Electronics America, Inc. and GfK.

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Virtual reality helping Calif. students overcome learning barriers | eSchool News. (2016, June). Retrieved January 26, 2017, from http://www.eschoolnews.com/2016/06/21/virtual-reality-helping-calif-students-overcome-learning-barriers/

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

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VR in education

5 ways virtual reality is being used in education right now

By Meris Stansbury
1. For new research: using a state-of-the-art “haptic” floor of aeronautic metal that vibrates and moves to stimulate the physical world for research on how VR has the potential to change the way users feel and behave. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts, says Bailenson.
2. For coding and 3D design: According to Bob Nilsson, director of Vertical Solutions Marketing for Extreme Networking, the University of Maryland, College Park, now offers a class on virtual reality that gives students the opportunity to design their own interactive world, work with 3D audio and experiment with immersive technology through a combination of hands-on learning and case studies. Also, the University of Georgia is offering similar classes where students design and explore applications for VR. Conrad Tucker, an assistant professor of engineering at Pennsylvania State University, has received funding to build a virtual engineering lab where students hold, rotate, and fit together virtual parts as they would with their real hands.

3. For anatomy and dissection: Said one Extreme Networks survey respondent, “Our students have been developing a VR model of a cow’s anatomy for dissection and study. You have the ability to drill down to the circulatory system, brain, muscle, skeleton, etc. Our applied tech program is using VR in conjunction with Autocad for models of projects they design.”

4. For engagement: A whopping 68 percent of survey respondents said the major benefit of using VR in education is to excite students about the subject matter. 39 percent said it’s great for encouraging creativity.

5. For field trips: Google has eliminated restrictions on Expeditions, their VR field trips program. Google Expeditions was cited in the survey as one of the most popular sources of VR content, but with the complaint that it was a restricted program.

use of VR in education

comment:
Thomas S. McDonald ·

Virtual reality may have its place, but until traditional education moves away from their 20th century teaching methodology and replaces it with educationally innovative, 21st century learning methodology, within a blended and flipped learning environment, virtual reality is currently, much ado about nothing.
Unless any new application is educationally innovative and directly and measurably contributes to effective, efficient, consistent, affordable, relevant advanced student success outcomes for ALL students, future innovations must wait for current innovations to be implemented.
This process of appriate choice and appropriate implemention must start at the top and be beta tested for measured student success before its rolled out system wide.

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

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Ethical Considerations For Using Virtual Reality

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

G+ link https://plus.google.com/+TessPajaron/posts/8YYgjoPrQvq

In an address to the VRX conference in San Francisco, noted game developer and tech wizard, Jesse Schell predicted that over 8 million VR gamer headsets will be sold in 2016. Facebook purchased Oculus Rift, presumably laying the groundwork for a future where friends and family will interact in rich virtual spaces. All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market.

Experimenting with VR in his classes as part of a project piloted by Seattle-based foundry10, a privately funded research organization that creates partnerships with educators to implement, research and explore the various intersections of emerging technologies and learning, including VR..

And the technology’s potential for good is vast. It has already been used to help with autism, improve personal financial management, treat PTSD and manage pain. More and more news outlets, including the New York Times, are adopting immersive journalism, where news stories can be experienced through VR.

As an educational tool, VR might prove transformative. Google Expeditions allows students to take over 100 virtual journeys from ancient Rome to the surface of Mars. It might also have a big impact on social emotional learning (SEL), as VR’s unique ability to produce empathy recently led Wired magazine to explore its potential as “the ultimate empathy machine”. Addressing a persistent anxiety, Suter used Samsung Gear’s Public Speaking Simulator to successfully prepare a few nervous students for class presentations, reporting they felt “much more calm” during the live delivery.

Ethical Considerations

In a recently published article, researchers Michael Madary and Thomas K. Metzinger from Johannes Gutenberg University in Germany review a series of ethical considerations when implementing VR. The illusion of embodiment may provide VR’s greatest value to education, but also lies at the heart of its ethical implementation. Madary and Metzinger believe that VR is not just an evolution from television and video game screens, but a revolution that will have an enormous social impact. In their paper, they claim that:

VR technology will eventually change not only our general image of humanity but also our understanding of deeply entrenched notions, such as “conscious experience,” “selfhood,” “authenticity,” or “realness.”

It’s important to remember that many current VR uses in schools, like Google Expeditions, are not interactive VR, but simply 360-degree video experiences. In these cases, students experience immersive 3D pictures or panoramas, but do not deeply interact with the content. The illusion of embodiment is a product of interactive content and motion tracking, where users can alter and affect their environment and engage with others who share their virtual space. Headsets like the Vive and Occulus Rift fall under this latter category, but it won’t be long before most, if not all, consumer oriented VR technology will be completely immersive and interactive.

1. Long-Term Effects and Prolonged Exposure

2. The Impact of Environment on Agency and Behavior

3. Aggravating Preexisting Psychological or Emotional Issues

4. (Un)Reality and Diminished Real World Interactions

5. Privacy and Data Gathering

 

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more on virtual reality in this IMS blog

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

virtual reality

Three really real questions about the future of virtual reality

http://www.theguardian.com/technology/2016/jan/07/virtual-reality-future-oculus-rift-vr

  1. How mainstream is this technology really going to be?Facebook sees VR as the next big computing platform, but that will depend on it becoming a truly mainstream device
  2. Will VR really be about more than gamesSome of the educational projects already unveiled – the British Museum’s use of VR to transport visitors back to the bronze age; Irish startup VR Education’s VR app based on the Apollo 11 moon landing; David Attenborough’s work with a special VR exhibit at London’s Natural History Museum; and NASA’s PlayStation VR demo of how VR could help its operators practise using robotic arms on the International Space Station – are among the more convincing arguments for modern VR being about more than just games or gimmicks.
  3. Can our bodies and minds really cope with VR?

More on Oculus in this IMS blog: https://blog.stcloudstate.edu/ims/?s=oculus&submit=Search

VR is the future and it’s officially here

http://www.businessinsider.com/vr-is-the-future-2016-1

augmented reality and education

Amazon Wants To Beam Augmented Reality Into Your Living Room

Aaron Tilley

Amazon has built up a nice little collection of devices at its Palo Alto, Calif.-based hardware division, Lab126.

 

=== higher ed ======= higher ed ======= higher ed ======= higher ed ======= higher ed ======= higher ed ====

Colleges begin to take virtual reality seriously

http://www.ecampusnews.com/technologies/colleges-virtual-reality-941

the power of VR goes beyond simply recruiting. The University of Michigan uses the technology as a learning tool, and by instituting a virtual reality “cave” they’ve allowed engineering students to interact with virtual structures as they “come together, buckle and collapse.” Instead of relying on physical models—which tend to be large, expensive, and slow to build—a student using the MIDEN VR cave can fly around a virtual structure to study mechanical connections.

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New Horizon Report 2015 K12 Edition

http://k12.wiki.nmc.org/Augmented+Reality

Will Virtual Reality Stake Its Claim in K–12 Classrooms?

As the cost to install and support enabling technologies continues to fall, VR-based instruction will likely become a reality in K–12 schools.

More on virtual reality in this IMS blog:

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

higher ed predictors for 2022

14 Predictions for Higher Education in 2022

https://campustechnology.com/articles/2022/01/04/14-predictions-for-higher-education-in-2022.aspx

Forget Hyflex

our faculty will discover that effectively teaching in a hyflex environment without adequate support is extremely difficult and truly exhausting.

Adapt Hyflex — and Be Ready for Anything (security)

Move Beyond Zoom into the Metaverse

Reap the Rewards of 2 Years of Strategic Decision-Making

campus leaders who have intentionally put students at the center of organization and system design will reap a great reward.

Expect More Disruption and More Innovation

look for movement in the augmented and virtual reality space.

Online Ed Becomes the Norm

online education will become the norm rather than the step-sister of “traditional” education

Build Off the Threads that Are Here to Stay

Alternatives Will Continue Gaining Ground

The cultures within institutions may prevent these significant changes from occurring. If that occurs, alternatives will continue to build momentum.

Emphasize Choice and Support

Alumni will be looking for upskilling opportunities via microcredentials, to navigate growth and career change during the “Great Resignation.” Recent high school grads will expect a variety of online, hybrid and in-person courses to choose from, many bringing with them years of experience with virtual learning.

Students Need Faster Routes to Completion

Climate Change Ed Gets Embedded

Hybrid Learning Tech Will Step Up

many lecture theaters might come to look like professional TV studios, to meet growing quality and usability expectations. Also, technologies will likely be expected to make classrooms environments more “peer-learning friendly” and inclusive

Blockchain Will Gain Ed Pickup

The (Arizon State) university announced that in 2022 it would release Pocket, a digital wallet for students as a comprehensive learner record.

Hottest Edtech Topics for 2022 by ISTE

The Hottest Topics in Edtech for 2022

https://www.iste.org/explore/education-leadership/hottest-topics-edtech-2022

8. Augmented, mixed and virtual reality
7. Social-emotional learning
6. Equity and inclusion
5. Online tools and apps
4. Distance, online, blended learning
3. Computer science and computational thinking
2. Instructional design and delivery
1. Project-based learning

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5 Emerging Technology Trends Higher Ed Is Watching for in 2022

https://edtechmagazine.com/higher/article/2021/12/5-emerging-technology-trends-higher-ed-watching-2022

  1. Increased Adoption of Learning Analytics and Adaptive Learning
  2. Growth of Mobile Learning in Higher Ed
  3. Smarter Artificial Intelligence–Powered Tutors
  4. The Rise of Short-Form, Video-Based Learning
  5. Advanced VR and Immersive Learning Technologies

immersive for autistic students

Newbutt, N., Schmidt, M. M., Riva, G., & Schmidt, C. (2020). The possibility and importance of immersive technologies during COVID-19 for autistic people. Journal of Enabling Technologies, 14(3), 187–199. https://doi.org/10.1108/JET-07-2020-0028
#lowend #mmersive approach for students with #autism
The authors also pursue low-end vs hi-end approach in the adoption of immersive technologies:
here my annotations in hypothes.is
https://hyp.is/go?url=https%3A%2F%2Fwww.emerald.com%2Finsight%2Fcontent%2Fdoi%2F10.1108%2FJET-07-2020-0028%2Ffull%2Fhtml&group=__world__
or if you don’t use it, link to the article
https://www.emerald.com/insight/content/doi/10.1108/JET-07-2020-0028/full/html
it also follows the same venue of mindful use of immersive, which Gill, Mark C and i tried to pursue several years ago
As described and developed by Riva and Wiederhold (2020) we suggest that the use of a low-cost spherical, video-based virtual reality mindfulness intervention could reduce the psychological burden of COVID-19 for autistic people, alongside a developed package of at-home educational and support materials to empower families/caregivers delivered via an online eLearning platform to support effective implementation.

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