Top AR/VR Trends to Transform Learning
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HBGCC - Posters, Table 31
Session description
Outline
I will begin the session on the difference between AR, VR, MR, 3D, 360, and metaverse concepts (blockchain, digital identity, NFTs). The attendees will discover an example in each of these immersive technologies (40 mins). We will explore new considerations that are missing in the classroom but must be the foundational skills students need as we move forward. (10 mins).
At the conclusion of the session, attendees will have a chance to share practical ideas for effective implementation.
Supporting research
Donally, J. (2021). The Immersive Classroom. ISTE INTL SOC FOR TECH IN.
Donally, J. (2018). Learning Transported. ISTE INTL SOC FOR TECH IN.
A virtual glimpse into the reality of future education; TIPPING POINT Traditional learning is about to be challenged by advanced, immersive technology that could inspire generations, reports Peter Cunliffe." Times [London, England], 5 Apr. 2017, p. 39. Global Issues in Context, link.galegroup.com/apps/doc/A488630753/GIC?u=uphoenix_uopx&xid=f3bbd63e. Accessed 29 Sept. 2017.
Increasing Student Development Through Multi-Level Immersive Learning: Clemson Engineers for Developing Countries Case Study
Author: Bargar, Dylan
Journal: International journal for service learning in engineering
Date: 10/01/2016
Presenters

Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Tablet: iOS
Subject area:
ISTE Standards:
Empowered Learner
- Understand fundamental concepts of how technology works, demonstrate the ability to choose and use current technologies effectively, and are adept at thoughtfully exploring emerging technologies.
- Demonstrate empathetic, inclusive interactions online and use technology to responsibly contribute to their communities.
- Know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Trips and Tours
