Collaborative XR Technology and Training
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HBGCC - Innovation Arcade - Exploration Lab A
Session description
Outline
Technologies used in industry for learning -15 minutes (peer-to-peer interaction and device-based activities - multiple)
Comparisons of budget-friendly technologies -15 minutes (peer-to-peer interaction and device-based activities - multiple)
Ways to develop technologies in a budget-friendly way -15 minutes (peer-to-peer interaction and device-based activities - multiple)
How to evaluate which technology is right for you -15 minutes (peer-to-peer interaction)
Supporting research
Please find a broad overview of research and quasi-experiments done in this area.
https://jnjinstitute.com/en-us/virtual-reality
https://www.tandfonline.com/doi/full/10.1080/0142159X.2020.1762032?scroll=top&needAccess=true
https://scholar.google.com/citations?hl=en&user=6Jp22rMAAAAJ
https://scholar.google.com/scholar?hl=en&as_sdt=0%2C43&q=Niko+Chauls&btnG=
Presenters



Session specifications
Topic:
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ISTE Standards:
Collaborator
- Use collaborative tools to expand students’ authentic, real-world learning experiences by engaging virtually with experts, teams and students, locally and globally.
- Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.
- Use assessment data to guide progress, personalize learning, and communicate feedback to education stakeholders in support of students reaching their learning goals.