Rapid speeds and massive capacity connections offered by 5G hold the potential to drastically transform how healthcare is delivered. The DOD last June named JBSA as the experimentation site specifically for 5G in telemedicine and medical training. This pilot is part of the second tranche of military installations the Pentagon is steering as part of an ambitious effort to explore and prototype 5G-enabled technologies
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.
Definition
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, 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.”
Waypoint App
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
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.
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 Equipment:
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.
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.
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.
Some schools invest in technology but never find the right way to teach with it. Here, a school library specialist shares how she turned teachers and students from skeptics into evangelists.