best practices for immersive technology in education
TRANSCRIPT
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
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