Kategóriák: Minden - education - accessibility - collaboration - learning

a Denise barry 1 éve

248

The pedagogical implications of using AR/VR for teaching and learning

Augmented Reality (AR) and Virtual Reality (VR) technologies are transforming the education sector by providing innovative teaching and learning methods. These technologies allow for immersive experiences that can make learning more engaging and interactive.

The pedagogical implications of using AR/VR for teaching and learning

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References

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increases

TED Talk- Matt Mills: Image recognition that triggers augmented reality

Differentiating between AR and VR

lose

such as

due to

is often

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The pedagogical implications of using AR/VR for teaching and learning

Solution-oriented ideas

Professional Development
inexpensive apps and hardware

Google cardboard

Teachers train teachers
accessability
Financial assistance

Pilot projects

Let's Talk Science

Brilliant Labs

Policy changes in schools
Instructional design
using sound design principles

Constructivist approach to design

Customizable classroom resources
collaboration

VR companies and education stakeholders

affordances

Collaboration
Presence
Real life

simulations

low risk

Impractical situations

Medical field

credentialing

Deep learning
Choice of learning

inquiry based learning

Multiple perspectives

avatars

Bridge disciplines

pedagogical

psychological

technologial

cultural experiences

Motivation
Achievement
Accessibility
Resources
time
geograpical barriers

reach more people

Applications

Virtual Tours
Field trips
Enterntainment
Engineering
Science/ Medicine
Laboratory Experiments
Visual Arts

tools

Virtual Reality
Mission ISS
Wander
Co Spaces
Augmented reality
Merge Cube
Thinglink
Waypoint EDU
Pokemon Go
Catchy Words
Hardwear
Google Cardboard
Cell phones
Head mounted devices

Barriers

Classroom Concerns
Student

Health Concerns

Cognitive Overload

Novelty

Interest

steep learning curve

Complexity of technology

Teacher

Training

Time consuming

AR/VR activities

Resource Concerns
Prepackaged programs not a good fit

Align with curriculum

Societal Concerns
social development
Equity

Sociocultural /socioeconomic

School Networks

Financial concerns
Lack of classroom resources

VR tools (HMD)