[Here] is a diverse list adapted from resources found at fortheteachers.org of potential student products or activities learners can use to demonstrate their mastery of lesson content. The list also offers several digital tools for students to consider using in a technology-enriched learning environment.
Guiding faculty into immersive environments — from campustechnology.com by David Raths What’s the best way to get faculty to engage with emerging technologies and incorporate new learning spaces into their teaching? Five institutions share their experiences.
Excerpt:
One of the biggest hurdles for universities has been the high cost of VR-enabled computers and headsets, and some executives say prices must continue to drop before we’ll see more widespread usage. But John Bowditch, director of the Game Research and Immersive Design Lab at Ohio University’s Scripps College of Communication, is already seeing promising developments on that front as he prepares to open a new 20-seat VR classroom. “Probably the best thing about VR in 2018 is that it is a lot more affordable now and that democratizes it,” he said. “We purchased a VR helmet 13 years ago, and it was $12,000 just for the headset. The machine that ran it cost about $20,000. That would be a nonstarter beyond purchasing just one or two. Today, you can get a VR-enabled laptop and headset for under $2,000. That makes it much easier to think about integrating it into classes.”
Colleges and universities face several hurdles in getting faculty to incorporate virtual reality or immersive experiences in their courses. For one, instructional designers, instructional technologists and directors of teaching and learning centers may not have access to these tools yet, and the budgets aren’t always there to get the labs off the ground, noted Daniel Christian, instructional services director atWestern Michigan University‘s Cooley Law School. “Many faculty members’ job plates are already jam-packed — allowing little time to even look at emerging technologies,” he said. “Even if they wanted to experiment with such technologies and potential learning experiences, they don’t have the time to do so. Tight budgets are impacting this situation even further.”
Computing in the Camera — from blog.torch3d.com by Paul Reynolds Mobile AR, with its ubiquitous camera, is set to transform what and how human experience designers create.
One of the points Allison [Woods, CEO, Camera IQ] made repeatedly on that call (and in this wonderful blog post of the same time period) was that the camera is going to be at the center of computing going forward, an indispensable element. Spatial computing could not exist without it. Simple, obvious, straightforward, but not earth shaking. We all heard what she had to say, but I don’t think any of us really understood just how profound or prophetic that statement turned out to be.
“[T]he camera will bring the internet and the real world into a single time and space.”
— Allison Woods, CEO, Camera IQ
The Camera As Platform — from shift.newco.co by Allison Wood When the operating system moves to the viewfinder, the world will literally change
“Every day two billion people carry around an optical data input device — the smartphone Camera — connected to supercomputers and informed by massive amounts of data that can have nearly limitless context, position, recognition and direction to accomplish tasks.”
The bigger story, however, is how fast the enterprise segment is growing as applications as straightforward as schematics on a head-mounted monocular microdisplay are transforming manufacturing, assembly, and warehousing. Use cases abounded.
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After traveling the country and most recently to Europe, I’ve now experienced almost every major VR/AR/MR/XR related conference out there. AWE’s exhibit area was by far the largest display of VR and AR companies to date (with the exception of CES).
Specifically, we explored the potential for how virtual reality can help create a more empathetic nurse, which, we hypothesize, will lead to increased development of nursing students’ knowledge, skills, and attitudes. We aim to integrate these virtual experiences into early program coursework, with the intent of changing nursing behavior by providing a deeper understanding of the patient’s perspective during clinical interactions.
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In addition to these compelling student reflections and the nearly immediate change in reporting practice, survey findings show that students unanimously felt that this type of patient-perspective VR experience should be integrated and become a staple of the nursing curriculum. Seeing, hearing, and feeling these moments results in significant and memorable learning experiences compared to traditional classroom learning alone. The potential that this type of immersive experience can have in the field of nursing and beyond is only limited by the imagination and creation of other virtual experiences to explore. We look forward to continued exploration of the impact of VR on student learning and to establishing ongoing partnerships with developers.
“Retrieval practice” is a learning strategy where we focus on getting information out. Through the act of retrieval, or calling information to mind, our memory for that information is strengthened and forgetting is less likely to occur. Retrieval practice is a powerful tool for improving learning without more technology, money, or class time.
On this website (and in our free Retrieval Practice Guide), we discuss how to use retrieval practice to improve learning. Established by nearly 100 years of research, retrieval practice is a simple and powerful technique to transform teaching and learning.
In order to improve learning, we must approach it through a new lens – let’s focus not on getting information “in,” but on getting information “out.”
What is retrieval practice? Retrieval practice is a strategy in which bringing information to mind enhances and boosts learning. Deliberately recalling information forces us to pull our knowledge “out” and examine what we know.
For instance, recalling an answer to a science question improves learning to a greater extent than looking up the answer in a textbook. And having to actually recall and write down an answer to a flashcard improves learning more than thinking that you know the answer and flipping the card over prematurely.
Often, we think we’ve learned some piece of information, but we come to realize we struggle when we try to recall the answer. It’s precisely this “struggle” or challenge that improves our memory and learning – by trying to recall information, we exercise or strengthen our memory, and we can also identify gaps in our learning.
Note that cognitive scientists used to refer to retrieval practice as “the testing effect.” Prior research examined the fascinating finding that tests (or short quizzes) dramatically improve learning. More recently, researchers have demonstrated that more than simply tests and quizzes improve learning: flashcards, practice problems, writing prompts, etc. are also powerful tools for improving learning.
Whether this powerful strategy is called retrieval practice or the testing effect, it is important to keep in mind that the act of pulling information “out” from our minds dramatically improves learning, not the tests themselves. In other words retrieval is the active process we engage in to boost learning; tests and quizzes are merely methods to promote retrieval.
Interleaved practice gives students a chance to choose a strategy. When practice problems are arranged so that consecutive problems cannot be solved by the same strategy, students are forced to choose a strategy on the basis of the problem itself. This gives students a chance to both choose and use a strategy.
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Interleaved practice works. In several randomized control studies, students who received mostly interleaved practice scored higher on a final test than did students who received mostly blocked practice.
From DSC: Speaking of resources regarding learning…why don’t we have posters in all of our schools, colleges, community colleges, universities, vocational training centers, etc. that talk about the most effective strategies to learn about new things?
Stories can make a subject accessible and even interesting… [Storytelling] can provide value, turn something abstract or obscure into something concrete.
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Stories:
make a subject relatable and accessible to students
can pique interest, or demonstrate relevance, in a subject that students usually dislike, or worse, find mind-numbing
build meaning-making (there’s that word again), helping students to recall the information later
forge, or repave, paths to material that students already thought they knew, making way for new perspectives, connections, and experiences to develop through someone else’s story
make a subject approachable
From DSC: The Master Teacher also used stories (parables) to teach people:
If our Creator/Designer did so, I think we should take a serious look at doing so as well.
From DSC regarding Virtual Reality-based apps:
If one can remotely select/change their seat at a game or change seats/views at a concert…how soon before we can do this with learning-related spaces/scenes/lectures/seminars/Active Learning Classrooms (ALCs)/stage productions (drama) and more?
Talk about getting someone’s attention and engaging them!
Excerpt:
(MAY 2, 2018) MelodyVR, the world’s first dedicated virtual reality music platform that enables fans to experience music performances in a revolutionary new way, is now available.
The revolutionary MelodyVR app offers music fans an incredible selection of immersive performances from today’s biggest artists. Fans are transported all over the world to sold-out stadium shows, far-flung festivals and exclusive VIP sessions, and experience the music they love.
What MelodyVR delivers is a unique and world-class set of original experiences, created with multiple vantage points, to give fans complete control over what they see and where they stand at a performance. By selecting different Jump Spots, MelodyVR users can choose to be in the front row, deep in the crowd, or up-close-and-personal with the band on stage.
With standalone VR headsets like the Oculus Go now available at an extremely accessible price point ($199), the already vibrant VR market is set to grow exponentially over the coming years. Current market forecasts suggest over 350 million users by 2021 and last year saw $3 billion invested in virtual and alternative reality.
Armed with a lifelong affinity for video games and a $6,000 faculty teaching grant, I have spent the past 15 months working on a pilot project to illustrate the value of using virtual reality in the classroom. My goal is to convince fellow faculty members and administrators at Transylvania University, where I teach business administration, that VR can offer today’s tech-savvy students exciting opportunities to solve problems in new ways.
When I set up in-office demos for peers and students, they said they could not believe how immersive the technology felt. Expecting just another digital video game, they stepped into a dress rehearsal of the original Broadway cast of Hamilton or found themselves competing in the Winter Olympics in Pyeongchang.
There are major differences between virtual and augmented reality. The latter, which is less expensive to produce and already more prolific, is created by adding a digital element to the real world, such as a hologram one can view through a smartphone. Popular examples of this would be the Pokémon Go or the new Jurassic World Alive apps, which allow smartphone users to to find virtual characters that appear in physical locations. Users are still aware of the real space around them.
In contrast, virtual reality places the user inside a digitized world for a fully immersive experience. It generally costs more to design and typically requires more-expensive equipment, such as a full headset.
Augmented reality is having a moment on Android. Thanks to ARCore, which now works on more than a dozen device models—Google says that’s more than 100 million individual devices—we’ve seen a ton of new applications that insert virtual objects into our real surroundings. A lot of them are shopping and interior design apps, which makes sense—AR’s ability to make items appear in your home is a great way to see what a couch looks like in your living room without actually lugging it in there. But AR can do so much more. Here are 10 augmented reality apps that are useful, fascinating, or just plain cool.
10 Ways to Use AR in the Classroom I collected the best ways to use AR in the classroom from colleagues and edtech websites (like Edutopia) to provide a good overview of the depth and breadth of education now being addressed with AR-infused projects:
Book Reviews: Students record themselves giving a brief review of a novel that they just finished, and then attach digital information to a book. Afterward, anyone can scan the cover of the book and instantly access the review.
Classroom tour: Make a class picture image trigger a virtual tour of a classroom augmented reality
Faculty Photos: Display faculty photos where visitors can scan the image of an instructor and see it come to life with their background
Homework Mini-Lessons: Students scan homework to reveal information to help them solve a problem
Lab Safety: Put triggers around a science laboratory that students can scan to learn safety procedures
Parent Involvement: Record parents encouraging their child and attach a trigger image to the child’s desk
Requests: Trigger to a Google Form to request time with the teacher, librarian, or another professional
Sign Language Flashcards: Create flashcards that contain a video overlay showing how to sign a word or phrase
Word Walls: Students record themselves defining vocabulary words. Classmates scan them to get definitions and sentences using the word
Yearbooks: So many ways, just know AR will energize any yearbook
AR is the next great disruptive force in education. If your goal is to create lifelong learners inspired by knowledge, AR, in its infancy, holds the seeds for meeting that goal.
YouAR, of Portland, OR, is coming out of stealth with a product that addresses some of the most vexing problems in AR, including convergent cross-platform computer vision (real-time interaction between ARKit and ARCore devices), interactivity of multiple AR apps in the same location across devices, real-time scene mapping, geometric occlusion of digital objects, localization of devices beyond GPS (the AR Cloud), and the bundle drop of digital assets into remote locations. Together, this represents a heretofore unheard of stack of AR and computer vision features we have yet to see in AR, and could revolutionize the development of new apps.
Augmented reality technologies are transforming the way we live, learn and interact with each other. They are creating limitless learning possibilities and are empowering learners with the required know-how to get immersed in meaningful learning experiences. We have already reviewed several educational AR tools and apps and have also shared this collection of excellent TED talks on the educational potential of AR technologies. Drawing on these resources together with EdSurge list, we have prepared for you this updated collection of some of the best AR apps to use in your instruction. You may want to go through them and see which ones work for you.
1. Hook your learners in
2. Use radio techniques to engage with sound
3. Illuminate your ideas with imagery
4. Put your ideas into context using demonstrations, examples, cases and stories
5. Take advantage of the fact you’re live – get interactive
If you’re not going to interact with your audience, there’s absolutely no point in running a live session. If you want to present a large body of content, why not do this in advance in text, as a video or a podcast? Reserve a live session for things you cannot do any other way. Virtual classrooms provide lots of possibilities for interactivity, so use them constantly.
From DSC: While it was great to see more Augmented Reality (AR) apps in education and to see Apple putting more emphasis again on educational-related endeavors, I’m doubtful that the iPad is going to be able to dethrone the Chromebooks. Apple might have better results with a system that can be both a tablet device and a laptop and let students decide which device to use and when.
At Apple’s education event in Chicago on Tuesday, augmented reality stood at the head of the class among the tech giant’s new offerings for the classroom.
The company showcased a number of ARKit-enabled apps that promise to make learning more immersive. For example, the AR mode for Froggipedia, expected to launch on March 30 for $3.99 on the App Store, will allow students to view and dissect a virtual frog’s anatomy. And a new update to the GeoGebra app brings ARKit support to math lessons.
Meanwhile, the Free Rivers app from the World Wildlife Federation enables students to explore miniature landscapes and learn about various ecosystems around the world.
In addition, as part of its Everyone Can Code program, Apple has also updated its Swift Playgrounds coding app with ARKit support, enabling students to begin learning to code via an ARKit module, according to a report from The Verge.
[The 3/27/18] Apple event in Chicago was about more than just showing off new hardware and software in the classroom — the company was reasserting itself as a major player in education. The category has long been a lynchpin in Apple’s strategy — something that Steve Jobs held near and dear.
Any ’80s kid will tell you that Apple was a force to be reckoned with — Apple computers were mainstays in computer labs across the country. It’s always been a good fit for a company focused on serving creators, bringing that extra bit of pizzazz to the classroom. In recent years, however, there’s been a major shift. The Chromebook has become the king of the classroom, thanks in no small part to the inexpensive hardware and limited spec requirements.
Based on Google’s early positioning of the category, it appears that the Chromebook’s classroom success even managed to catch its creators off-guard. The company has since happily embraced that success — while Microsoft appears to have shifted its own approach in response to Chrome OS’s success.
Apple’s own responses have been less direct, and today’s event was a reconfirmation of the company’s commitment to the iPad as the centerpiece of its educational play. If Apple can be seen as reacting, it’s in the price of the product. Gone are the days that schools’ entire digital strategy revolved around a bunch of stationary desktops in a dusty old computer lab.
What may surprise us though is how the underlying elements of these beautiful designs can follow certain principles–what Goldhagen refers to as “embodied metaphors.” These embodied metaphors suggest, reinforce, and captivate an action sequence from us that is both cognitive and non-cognitive in response. Examples of these natural, unconscious design principles that evoke conscious responses include:
Natural landscapes settle a person’s elevated heart rate after just 20 seconds
Bright lights stimulate creativity and bright ideas
Closed spaces offer a sense of refuge
Expansive spaces invite exploration
Colors can heighten (red for anger) and dampen (pink for calm) emotions
Sharp edge surfaces suggest retreat
Curving surfaces suggest approach
Repeating patterns with respites from that same pattern can stimulate problem-solving capacity
This has profound implications for the built environments of school buildings. Goldhagen cites one study of 34 different British schools where the six design parameters of color, choice, complexity, flexibility, light, and connectivity affected a student’s learning progress by 25 percent! The difference in learning between the best and worst designed classrooms was equal to the progress of an average student over an entire academic year.
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The difference in learning between the best and worst designed classrooms was equal to the progress of an average student over an entire academic year.
Too often, children in poverty live in dwellings that are cognitively dulling environments, often limited in natural sunlight, creative use of color, changes in texture, or sightlines to landscaping, greenery, or vegetation. Low-income housing often wrings out the least costly, most expedient design. These children of poverty often leave such home dwellings and enter school buildings and classrooms each day that are equally devoid of cognitive inspiration. Where is the inspiration in uniform rows of wooden desks and plastic chairs?
How well does your school’s built environment contribute to human flourishing?
How to Set Up a VR Pilot — from campustechnology.com by Dian Schaffhauser As Washington & Lee University has found, there is no best approach for introducing virtual reality into your classrooms — just stages of faculty commitment.
Excerpt:
The work at the IQ Center offers a model for how other institutions might want to approach their own VR experimentation. The secret to success, suggested IQ Center Coordinator David Pfaff, “is to not be afraid to develop your own stuff” — in other words, diving right in. But first, there’s dipping a toe.
The IQ Center is a collaborative workspace housed in the science building but providing services to “departments all over campus,” said Pfaff. The facilities include three labs: one loaded with high-performance workstations, another decked out for 3D visualization and a third packed with physical/mechanical equipment, including 3D printers, a laser cutter and a motion-capture system.
Here, I would like to stick to the challenges and opportunities presented by augmented reality and virtual reality for language learning.
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While the challenge is a significant one, I am more optimistic than most that wearable AR will be available and popular soon. We don’t yet know how Snap Spectacles will evolve, and, of course, there’s always Apple.
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I suspect we will see a flurry of new VR apps from language learning startups soon, especially from Duolingo and in combination with their AI chat bots. I am curious if users will quickly abandon the isolating experiences or become dedicated users.
Bose has a plan to make AR glasses— from cnet.com by David Carnoy Best known for its speakers and headphones, the company has created a $50 million development fund to back a new AR platform that’s all about audio.
Excerpts:
“Unlike other augmented reality products and platforms, Bose AR doesn’t change what you see, but knows what you’re looking at — without an integrated lens or phone camera,” Bose said. “And rather than superimposing visual objects on the real world, Bose AR adds an audible layer of information and experiences, making every day better, easier, more meaningful, and more productive.”
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The secret sauce seems to be the tiny, “wafer-thin” acoustics package developed for the platform. Bose said it represents the future of mobile micro-sound and features “jaw-dropping power and clarity.”
Bose adds the technology can “be built into headphones, eyewear, helmets and more and it allows simple head gestures, voice, or a tap on the wearable to control content.”
Here are some examples Bose gave for how it might be used:
For travel, the Bose AR could simulate historic events at landmarks as you view them — “so voices and horses are heard charging in from your left, then passing right in front of you before riding off in the direction of their original route, fading as they go.” You could hear a statue make a famous speech when you approach it. Or get told which way to turn towards your departure gate while checking in at the airport.
Bose AR could translate a sign you’re reading. Or tell you the word or phrase for what you’re looking at in any language. Or explain the story behind the painting you’ve just approached.
With gesture controls, you could choose or change your music with simple head nods indicating yes, no, or next (Bragi headphones already do this).
Bose AR would add useful information based on where you look. Like the forecast when you look up or information about restaurants on the street you look down.
On the heels of last week’s rollout on Android, Google’s new AI-powered technology, Google Lens, is now arriving on iOS. The feature is available within the Google Photos iOS application, where it can do things like identify objects, buildings, and landmarks, and tell you more information about them, including helpful details like their phone number, address, or open hours. It can also identify things like books, paintings in museums, plants, and animals. In the case of some objects, it can also take actions.
For example, you can add an event to your calendar from a photo of a flyer or event billboard, or you can snap a photo of a business card to store the person’s phone number or address to your Contacts.
The eventual goal is to allow smartphone cameras to understand what it is they’re seeing across any type of photo, then helping you take action on that information, if need be – whether that’s calling a business, saving contact information, or just learning about the world on the other side of the camera.
A Microlearning Framework — from jvsp.io and Pablo Navarro This infographic is based on the experience of different clients from different industries in different training programs.
From DSC: I thought this was a solid infographic and should prove to be useful for Instructional Designers, Faculty Members, and/or for Corporate Trainers as well.
I might also consider adding a “Gotcha!” piece first — even before the welcome piece — in order to get the learner’s attention and to immediately answer the WHY question. WHY is this topic important and relevant to me? When topics are relevant to people, they care and engage a whole lot more with the content that’s about to be presented to them. Ideally, such a piece would stir some curiosity as well.
I keep worrying that we’re missing the boat with active learning. Here’s why. First, active learning isn’t about activity for the sake of activity. I fear we’ve gotten too fixated on the activity and aren’t as focused as we should be on the learning. We’re still obsessed with collecting teaching techniques—all those strategies, gimmicks, approaches, and things we can do to get students engaged. But what kind of engagement does the activity promote? Does it pique student interest, make them think, result in learning, and cultivate a desire to know more? Or is it more about keeping basically bored students busy?
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Teaching techniques are an essential part of any active learning endeavor. But they aren’t the center or the most important part of student learning experiences. Techniques provide the framework, the structure, the context. What really matters is what we put in the structure—what students are thinking about and sharing when they’re pairing. … Larry recommends selecting things that confront students with their ignorance—so they see clearly what they don’t know, can’t understand, don’t see the reason for, or can’t make work. When you’ve got an artifact in front of you, there’s motivation to deal with it.
Think for a moment of what happens when you give most any of those millennial students a new electronic device. Usually, without the instructions and no attention to technique, they start playing with it to see how it works. Do they mess up and make mistakes? Do they give up or worry about looking stupid? Does active learning in our courses look anything like this?
From DSC: This article reminds me of a great conversation that I had with an elderly gentleman a few months ago. He’s still involved with instructional design, after several decades of related work experiences. He said to me that learners need to truly ***engage*** with the content to make it meaningful to them.
And then I read a quote from Robert Greenleaf’s book, On Becoming a Servant Leader (p. 304), that said:
Nothing is meaningful to me until it is related to my own experience.
5 benefits of using Augmented & Virtual Reality Technologies in eLearning — from elearningindustry.com by Christoper Pappas Are you looking for ways to make your eLearning course stand out from the crowd? What if I told you there is technology that can help you achieve not only that but also increase online learner engagement and motivation? In this article, I’ll share the most notable benefits of using Augmented and Virtual Reality technologies in your eLearning course.
Excerpt:
Although their full implications are yet to be explored, alternate reality technologies make eLearning more engaging and productive. They are here to stay, and who knows what benefits they will bring to future learners. As the technology evolves, so too will the applications in eLearning. Which is why it’s essential for eLearning pros to keep up with cutting-edge tech and think of new and innovative uses for AR and VR tools.
Augmented reality (AR) technologies that blend computer-generated images and data from MRI and CT scans with real-world views are making it possible for doctors to “see under the skin” of their patients to visualize bones, muscles, and internal organs without having to cut open a body.
Experts say AR will transform medical care by improving precision during operations, reducing medical errors, and giving doctors and patients alike a better understanding of complex medical problems.
Healthcare VR innovations are healing patients — from cio.com by Peter Nichol Virtual reality is healing patients with augmented technologies. The patient experience has been transformed. Welcome to the era of engaged recovery — the new world of healing.
Excerpt:
Three emerging realities will change the hospital experience with unparalleled possibilities:
Virtual reality (VR): full immersion, a simulated reality.
Mixed reality: partial immersion, virtual objects in a real world.
Augmented reality (AR): information overlay, simulated information on top of the real world.
Today, we’ll explore how advances in virtual reality are creating worlds that heal.
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The next generation of clinical education
The list of possibilities for VR is endless. Augmented and virtual reality medical solutions are removing distractions, improving the quality of critical thinking, and maturing learning solutions, saving time and money while supercharging the learning experience. Explosive developments in 3D virtual and augmented reality have taken clinical education and hands-on learning to the next level.
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Innovation is ever present in the virtual reality space for healthcare.
Mindmaze has developed a breakthrough platform to build intuitive human-machine interfaces combining virtual reality, computer graphics, brain imaging and neuroscience.
MindMotionPRO is a healthcare product offering immersive virtual reality solutions for early motor rehabilitation in stroke patients.
Live 360 uses consumer-level virtual reality devices such as the Oculus Rift.
Medical Realities offers systems designed to reduce the cost of training.
ImmersiveTouch is a surgical virtual reality technology that offers a realistic surgical touch and feel. It also brings patient images to life with AR and VR imaging.
BioFlight VR offers a broad range of medical VR and AR services, including VR training and simulations, AR training, behavior modification and 360-degree video.
Zspace is an immersive medical learning platform, virtualizing anatomical representations into complete procedural planning. zSpace brings a new dimension to medical learning and visualization across three spaces: gross anatomy VR lab (13,000 plus anatomical objects), teaching presentation view (share the teaching experience with the class via HD TV) and DICOM Viewer (volumetrically render 2D DICOM slices).
Digital reality is generally defined as the wide spectrum of technologies and capabilities that inhere in AR, VR, MR, 360° video, and the immersive experience, enabling simulation of reality in various ways (see figure 1).
Key players in digital reality
In terms of key players, the digital reality space can be divided into areas of activity:
Tools/content—platforms, apps, capture tools, etc.
Application content—information from industry, analytics, social, etc.
Infrastructure—hardware, data systems, HMDs, etc.
Increasing investment in infrastructure may drive the growth of software and content, leading to new practical applications and, possibly, an infusion of digital reality software development talent.
This All-Female Founders Pitch Event Was Held in VR — from vrscout.com by Malia Probst Hailing from 26 countries across the world, people came together in virtual reality to cheer on these top female founders in the XR industry.
Enterprise leading consumer tech adoption Concerning the need for a VR/AR eco system Max referred to the challenge of technology adoption: people need to be able to try different use cases and be convinced about the potential of AR ,VR and MR. In order to become available (and affordable) for consumers, the technology would have to be adapted by businesses first as the story of 3D printing shows as one example.
He also highlighted the importance of the right training for users to reduce the general learning curve for immersive technology. Poor instructions in the first instance can lead to bad user experiences and cause doubt and even a dismissall of ‘new’ technologies.
We see this firsthand at Kazendi when users try out Microsoft HoloLens for the first time. Max commented that: ‘When people try to make the basic hand gestures and fail they often take the device off and say it’s broken.’
We do have a robust entry demo process to combat this but at the consumer level, and this is as true for VR as much as it is for MR and AR, there is little room for error when learning curves are concerned.
Oklahoma State University’s first inaugural “Virtual + Augmented Reality Hackathon” hosted January 26-27 by the Mixed Reality Lab in the university’s College of Human Sciences gave students and the community a chance to tackle real-world problems using augmented and virtual reality tools, while offering researchers a glimpse into the ways teams work with digital media tools. Campus Technology asked Dr. Tilanka Chandrasekera, an assistant professor in the department of Design, Housing and Merchandising at Oklahoma State University about the hackathon and how it fits into the school’s broader goals.
To set up the audio feed, use the Alexa mobile app to search for “Campus Technology News” in the Alexa Skills catalog. Once you enable the skill, you can ask Alexa “What’s in the news?” or “What’s my Flash Briefing?” and she will read off the latest news briefs from Campus Technology.
Computer simulations are nothing new in the field of aviation education. But a new partnership between Western Michigan University and Microsoft is taking that one big step further. Microsoft has selected Lori Brown, an associate professor of aviation at WMU, to test out their new HoloLens, the world’s first self-contained holographic computer. The augmented reality interface will bring students a little closer to the realities of flight.
When it comes to the use of innovative technology in the classroom, this is by no means Professor Brown’s first rodeo. She has spent years researching the uses of virtual and augmented reality in aviation education.
“In the past 16 years that I’ve been teaching advanced aircraft systems, I have identified many gaps in the tools and equipment available to me as a professor. Ultimately, mixed reality bridges the gap between simulation, the aircraft and the classroom,” Brown told WMU News.
Storytelling traces its roots back to the very beginning of human experience. It’s found its way through multiple forms, from oral traditions to art, text, images, cinema, and multimedia formats on the web.
As we move into a world of immersive technologies, how will virtual and augmented reality transform storytelling? What roles will our institutions and students play as early explorers? In the traditional storytelling format, a narrative structure is presented to a listener, reader, or viewer. In virtual reality, in contrast, you’re no longer the passive witness. As Chris Milk said, “In the future, you will be the character. The story will happen to you.”
If the accepted rules of storytelling are undermined, we find ourselves with a remarkably creative opportunity no longer bound by the rectangular frame of traditional media.
We are in the earliest stages of virtual reality as an art form. The exploration and experimentation with immersive environments is so nascent that new terms have been proposed for immersive storytelling. Abigail Posner, the head of strategic planning at Google Zoo, said that it totally “shatters” the storytelling experience and refers to it as “storyliving.” At the Tribeca Film Festival, immersive stories are termed “storyscapes.”
Learning through a virtual experience The concept to use VR as an educational tool has been gaining success amongst teachers and students, who apply the medium to a wide range of activities and in a variety of subjects. Many schools start with a simple cardboard viewer such as the Google cardboard, available for less than $10 and enough to play with simple VRs.
A recent study by Foundry10 analyzed how students perceived the usage of VR in their education and in what subjects they saw it being the most useful. According to the report, 44% of students were interested in using VR for science education, 38% for history education, 12% for English education, 3% for math education, and 3% for art education.
Among the many advantages brought by VR, the aspect that generally comes first when discussing the new technology is the immersion made possible by entering a 360° and 3-dimensional virtual space. This immersive aspect offers a different perception of the content being viewed, which enables new possibilities in education.
Schools today seem to be getting more and more concerned with making their students “future-ready.” By bringing the revolutionary medium of VR to the classroom and letting kids experiment with it, they help prepare them for the digital world in which they will grow and later start a career.
Last but not least, the new medium also adds a considerable amount of fun to the classroom as students get excited to receive the opportunity, sometimes for the first time, to put a headset viewer on and try VR.
VR also has the potential to stimulate enthusiasm within the classroom and increase students’ engagement. Several teachers have reported that they were impressed by the impact on students’ motivation and in some cases, even on their new perspective toward learning matter.
These teachers explained that when put in control of creating a piece of content and exposed to the fascinating new medium of VR, some of their students showed higher levels of participation and in some cases, even better retention of the information.
“The good old reality is no longer best practice in teaching. Worksheets and book reports do not foster imagination or inspire kids to connect with literature. I want my students to step inside the characters and the situations they face, I want them to visualize the setting and the elements of conflict in the story that lead to change.”