best practices for immersive technology in education

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I MMERSIVE T ECHNOLOGY:I DENTIFYING THE BEST P RACTICES O LGA S CRIVNER ,N ITOCRIS P EREZ ,J ULIE M ADEWELL AND C AMERON B UCKLEY E.C. Moore Symposium on Excellence in Teaching, 2017 V IRTUAL R EALITY V IRTUAL AND A UGMENTED R EALITIES “An ideal instrument in education, as it combines visual, auditory and kinesthetic learning styles” (Crouch 2015) Benefit 1: Bridging the gap between reality and abstract knowledge (Lee 1999) Benefit 2: Reinforcing learning process with additional 3D dimension Benefit 3: Engaging and motivating learners C HALLENGES A UGMENTED R EALITY T HING L INK A URASMA 1. Aurasma App + Aurasma Studio 2. Trigger Images and Overlays 3. Students follow your channel VR IN C LASSROOM 1. Cardboard Viewer App 2. Google Street App 3. YouTube App - 360 videos 4. 360 Kodak Camera AR IN C LASSROOM This research is sponsored by SOTL grant. Special thanks to Matthew Barton and Sam Underwood (CITL), Lisa Kurtz (CITL), Ben Feld (Aurasma), Susan Oxnevad (ThingLink) and IU Spanish & Portuguese Department for their support. 1. Lack of methodological standards for classroom curriculum 2. Degree of technicality for students and teachers 3. Some apps require a paid subscription 4. Students must have smartphones and Wi-Fi q-r.to/bajITJ q-r.to/bajIOL q-r.to/baf8fx

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Page 1: Best Practices for Immersive Technology in Education

IMMERSIVE TECHNOLOGY: IDENTIFYING THE BEST PRACTICESOLGA SCRIVNER, NITOCRIS PEREZ, JULIE MADEWELL AND CAMERON BUCKLEY

E.C. Moore Symposium on Excellence in Teaching, 2017

VIRTUAL REALITY VIRTUAL AND AUGMENTED REALITIES

“An ideal instrument in education, as it combines visual, auditory andkinesthetic learning styles” (Crouch 2015)

Benefit 1: Bridging the gap between reality and abstract knowledge (Lee 1999)Benefit 2: Reinforcing learning process with additional 3D dimension

Benefit 3: Engaging and motivating learners

CHALLENGES

AUGMENTED REALITY

THINGLINK

AURASMA

1. Aurasma App + Aurasma Studio2. Trigger Images and Overlays3. Students follow your channel

VR IN CLASSROOM

1. Cardboard Viewer App2. Google Street App3. YouTube App - 360 videos4. 360 Kodak Camera

AR IN CLASSROOM

This research is sponsored by SOTL grant. Special thanks to Matthew Barton and Sam Underwood (CITL), Lisa Kurtz (CITL), Ben Feld (Aurasma), Susan Oxnevad (ThingLink) and IU Spanish & Portuguese Department for their support.

1. Lack of methodological standards for classroom curriculum2. Degree of technicality for students and teachers3. Some apps require a paid subscription4. Students must have smartphones and Wi-Fi

q-r.to/bajITJ

q-r.to/bajIOL

q-r.to/baf8fx