in
can be
References
page 5
page 4
page 3
page 2
page 1
for instance
includes
effects
with
shown through
between
produced by
increases
TED Talk- Matt Mills: Image recognition that triggers augmented reality
Differentiating between AR and VR
lose
such as
due to
is often
and does not
affect
due to
such as
cause
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)