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Friday 5: AR and VR

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Augmented reality (AR) and virtual reality (VR) are fun to use, but AR and VR tools also have a number of uses when it comes to connecting students with experiences they can’t necessarily have in person.

These tools are engaging, bringing students up close with historic landmarks from around the world, illustrating science concepts that are hard to see without high-tech equipment, and giving students different views and perspectives on hard-to-understand concepts.

What is meant by AR and VR?

AR and VR examples can be found everywhere–not just the classroom. These tools add something special to learning, and the impact they have on student engagement is unparalleled. Here’s a handful of fun and engaging AR and VR tools to get started.

What is an example of augmented reality?

There are many augmented reality examples in education settings. These tools have a number of benefits for students, and because the tools are engaging, students are more likely to absorb classroom lessons and concepts. Plus, students are engaged in active learning with AR and VR tools.

What is the difference between virtual reality and augmented reality?

Virtual reality immerses a person in the experience, as if they’re actually there. Augmented reality is the idea that the user brings something into their real world and using a device to see something that isn’t actually there–animation or 3D images come into the real world. Instead of using VR to gamify the classroom, students can use VR to develop higher-order thinking skills that are critical for thriving in today’s digitally connected society–here’s how.

What are VR examples?

In looking at virtual reality examples, innovative immersive experiences are among the most popular. As new VR technologies emerge, educators at all levels are finding new applications to augment the classroom experience–and for good reason. VR allows educators to move past pages in a textbook to create totally immersive experiences that stimulate and inspire students. Implementing VR in education should not be a chore–and finding high-quality VR deployment partners will help streamline device management.

What is the main problem with VR and AR?

Equity of access is often one of the biggest problems when discussing advantages and disadvantages of AR and VR. The two technologies are immersive and engaging, but access to devices through which to experience immersive and augmented learning experiences can be limited. Inequities in technology access are one of the main challenges when trying to use such digital tools in the classroom.

Laura Ascione is the Editorial Director at eSchool Media. She is a graduate of the University of Maryland’s prestigious Philip Merrill College of Journalism.

Laura Ascione
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