- Intro and Overview
- AR – Augmented Reality
- VR – Virtual Reality
- MR – Mixed Reality
- Variety of headsets are available from: Microsoft, Google, Oculus, PlayStation, Vive, Intel, Meta
- Movement to standalone/untethered VR – not having to worry or use a mobile phone or being connected to a computer…
- VR and AR in Teaching
- 360 immersive VR experience environments (photo and video)
- Learning through reflection is KEY – not just viewing.
- Learning through collaboration – stepping into a SPACE (not just looking at something on a screen) and interacting together in an environment.
- Learners as creators – building knowledge not just passively consuming. See: https://vr.google.com/blocks/
- Learning through data visualization – displaying large data sets and interacting with big data in new exploratory ways.
- Learning through artificial intelligence and machine learning – the power of AI as a contributor to coaching, guiding, facilitating learning.
- Learning through simulation – immersive simulated environments in health care, etc.
- Learning language through VR – public speaking and reality apps for foreign language practice
- Development tools: Unity, Unreal Engine, SketchUp, Adobe Creative Cloud, InstaVR, etc.
- Campus areas: makerspaces, advanced research, digital humanities, medical/healthcare, engineering, art, etc.
- Enhancing the Sense of Community in Online Learning
- Storytelling in New Medium
- From the cave walls to the holodeck in Star Trek. A new medium with it’s own language. Stories becoming lifelong experiences not really beginning > middle > end.
- New York Times “Pluto” Video – Stories that enhance the immersive experience and social presence.
- Implementation of Immersive Experiences
- Begin with Google Cardboard
- Connect with VR Photo/Video 360 (Museums, etc.)
- Transport people for fieldtrips, back in time/archeaology, etc.
It’s time to move beyond the limits of replication of our learning environments: