AI’s Impact of AR, VR, XR in Spatial Computing
,
HBGCC - Innovation Arcade - Connections Theater
Session description
Outline
15 minutes: Demonstration of engaging, compelling apps
10 minutes: Discussion of cost, choice, and selection between hardware systems.
10 minutes: Implementation strategies for a small number of headsets, or a large numbers.
10 minutes: Examples of classroom practices "casting" a single headset into a learning experience for a class.
15 minutes: Questions and volunteer use of headsets supplied by presenter.
Supporting research
Augmented Reality in K–12 Education: A Systematic Review and Meta-Analysis of the Literature from 2000 to 2020 August 7, 2022
https://www.mdpi.com/2071-1050/14/15/9725
K–12 Schools Use Mixed and Virtual Reality to Immerse Students in Future Careers
https://edtechmagazine.com/k12/article/2023/04/k-12-schools-use-mixed-and-virtual-reality-immerse-students-future-careers, April 13, 2023
Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature 01/05/2021
https://link.springer.com/article/10.1007/s10055-020-00489-9
Presenters

Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Laptop: Chromebook, Mac
Tablet: iOS, Android
Participant accounts, software and other materials:
Subject area:
ISTE Standards:
Visionary Planner
- Share lessons learned, best practices, challenges and the impact of learning with technology with other education leaders who want to learn from this work.