Event Information
10 minutes: Quick demonstration of engaging, compelling hardware apps and new wearables (glasses) and an explanation of how they collect data.
10 minutes:Headsets and the cost, choice, and selection between hardware systems.
10 minutes: Implementation strategies for a small number of headsets/wearables, or a model with large numbers.
10 minutes: Exploring free XR apps, with online doc for people to take and further explore
15 minutes: Participants build or suggest models for practical classroom practice. If time
5 Minutes or time remaining: Questions and volunteer use of headsets supplied by presenter.
After this session attendees will be familiar with new wearable XR's hardware and the significant new impact of their data collection. Also, they will learn the apps, potential, and power of spatial computing as headsets with AI incorporate a much deeper level of immersive reality. They will be able to compare costs, effectiveness and implementation plans for integrating XR into their technology and learning programs.They will also take away a resource doc with no-cost apps, experiences, and trainings built for educators. After this session, if attendees remain, they will experience first hand headsets brought by the presenter.
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
Ten years of Augmented Reality in Education: : A meta-analysis of (quasi-) experimental studies to investigate the impact https://dl.acm.org/doi/10.1016/j.compedu.2022.104641?utm_