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TEDx and Augmented Reality - Informal Learning and International Exchange with Mobile Technology

TEDx and Augmented Reality - Informal Learning and International Exchange with Mobile Technology

5 reasons to use Augmented Reality in Education - Augment News By integrating augmented reality into your lectures, you’ll capture the attention of your audience. You will have their undivided attention. For instance, a teacher in dentistry integrated Augment into his lessons to show 3D models of teeth and how the human jaw works. Let your audience participate! Prototypes, physical models, and detailed illustrations and posters are all extremely expensive. With Augment, you do not have to invest in physical materials. With a simple a scan, students can access augmented models representing anything from a part of the human anatomy to a famous monument to a molecule. Incorporating Augment into your lessons will make your students excited about learning. Introducing augmented reality to your students, will enable them to discover unknown passions and inspire their future endeavors. Let student imagination runs wild! Download now the free Augment app on your iPhone, iPad or Android. We deliver FREE ACADEMIC LICENSES!

Augmented Reality Brings New Dimensions to Learning Editor's Note: Drew Minock, who co-wrote this piece, is an elementary teacher, co-founder of the popular education blog Two Guys and Some IPads, and is one of the voices on "The Two Guys Show" podcast. Imagine living in the magical world of Harry Potter, where the school hallways are lined with paintings that are alive and interactive. Now imagine creating an atmosphere like that for your students. Augmented Reality (AR) allows educators and students to do just that: unlock or create layers of digital information on top of the physical world that can be viewed through an Android or iOS device. Most people who interact with AR for the first time have a mind-blowing experience but fail to consider classroom applications. Educators know that learning deepens, not just through reading and listening, but also through creating and interacting. Classroom Applications Another app, Aurasma, allows users to engage in and create Augmented Reality experiences of their own. Not Just Another Fad

Alternative Reality Teaching Platform, UPenn It’s always challenging to connect classroom learning with real-world experience. But the University of Pennsylvania’s Wharton School has come up with a promising approach…using the latest technology to create a truly authentic scenario that can be customized to blend theory with practice. Workplace internships offer a great way for students to practice what they are learning. Universities must assess the extent to which the experience supports the coursework. Working with a team of designers, programmers, and technologists, Professor Ethan Mollick at the Wharton School built “Looking Glass,” a digital simulation platform, driven by a story engine that can quickly create an Alternate Reality Teaching, or ART, experience. Using a powerful scenario editor and game master interface, this ART system makes it easy to develop just about any workplace environment, while customizing it to support classroom instruction by adding appropriate settings, tasks, and challenges.

The Impact of Virtual Reality on Learning -- Campus Technology Virtual Reality The Impact of Virtual Reality on Learning As virtual reality goes mainstream and provides new ways for students to interact and gain hands-on experience, it's important to experiment and demonstrate the technology's potential learning benefits. As with every new "technology" that has entered society since the advent of the quill and the printing press, there are immediate interests and innovations pursued by early adopters, innovators, scientists and end users. In most cases, the technology is used for a while and then educators begin to look at the potential benefits for learning and instruction. That model is an apt description of the state of virtual reality (VR) technology in education. Evolving Perspectives Consider the following timeline of attitudes toward VR: In 2001, researchers Jaime Sánchez, Mauricio Lumbreras and João Pedro Silva wrote, "Authors disagree in their opinions about the real value of VR interfaces. Later in 2015, Erin Carson published in TechRepublic,

Maine DoE to Host VR Expo for Educators Virtual Reality Maine Department of Education to Host VR Expo for Educators By Staff05/30/17 The Maine Department of Education wants to foster deeper learning by introducing virtual reality (VR) in the classroom. In June, the department is hosting an expo to familiarize educators with tools that facilitate immersive learning experiences. The Virtual Reality Immersive Expo will take place at the Maine State Library, June 19 from 10:00 a.m. to 4:00 p.m. Thomas College’s Center for Innovation in Education, for example, will talk about two educational game design courses that were recently added to the education major curriculum in the School of Education. Registration for the expo is free.

What Is Tech?  Past, Present and Future?  And How Will It Matter In the Workforce? The future has arrived! Instructional designers and facilitators now have access to Jetsons-like immersive techology as part of their training toolkits. How do we engage learners with these new tools? This blog post provides a helpful introduction to EdTech. For more expert guidance, attend Bobby Carlton's upcoming guest BYTE session to learn more about "Engagement through Immersive Technology." Humans, and even animals for that matter, have been using the concept of technology to resolve issues from the very beginning of time. In today's modern world, the definition of technology brings thoughts of computers, mobile devices, and robotics. Consider the task of content curation. Think about defining a purpose and exploring channels. The future of technology is interesting because - like technology itself - the idea and use of technology has evolved and changed. For instance, we needed a way to transport water, so we invented the cup. Interested in learning more?

Immersive Education: AR Comes of Age -- Campus Technology Augmented Reality Immersive Education: AR Comes of Age By Dian Schaffhauser03/06/17 Despite all the headlines and conference coverage of virtual reality (VR) and augmented reality (AR) for education over the last year, the technology is still gaining speed — residing at that sweet spot in the hype cycle where, when you place headsets on people and gently guide them to turn around to gain a full view, they tend to gasp and say, "Oh, wow." So imagine how your students would respond if, in that next geography lesson, instead of handing them a flat map of Peru, you pass out pre-loaded smartphones to each table along with a $15 Google Cardboard and ask them to pull up a walking tour that places them in Machu Picchu. "Seeing is believing," said Colin Messenger, a senior market analyst with a focus on education at FutureSource Consulting. However, anybody who has watched the education segment for any length of time also knows that the initial "cool" factor isn't enough to sustain the market.

When (Virtual) Reality Meets the Classroom -- Campus Technology Learning Spaces When (Virtual) Reality Meets the Classroom Spurred by a new era of affordable, mainstream virtual reality tools, Indiana University is incorporating VR into high-tech classrooms called Reality Labs. By Julie Johnston, Michael Boyles03/07/17 IU undergraduate student Hailey Speciale uses large-screen projection displays and a tracking system to exhibit VR work created with Margaret Dolinsky, associate professor in the School of Art and Design. Indiana University (IU) has enjoyed a long and successful history of using virtual reality for research and creative endeavors. Over the past couple of years, virtual reality (VR) has experienced a renaissance. Excited by these developments, as well as by increased interest among university departments, IU's University Information Technology Services (UITS) team was eager to expand its support for VR. About Reality Labs We have identified three primary use cases for Reality Labs.

Eastern Iowa Community Colleges Gains $780,000 NSF Grant for VR Water Project -- Campus Technology Virtual Reality Eastern Iowa Community Colleges Gains $780,000 NSF Grant for VR Water Project Eastern Iowa Community Colleges (EICC) was recently awarded a $784,218 grant through 2020 from the National Science Foundation (NSF) for a project focused on developing a virtual reality (VR) educational curriculum for water management. The grant, which will be administered by EICC’s Advanced Technology Environmental and Energy Center (ATTEC), will be used to fund “Water Intense: Interactive Technology Education.” “Through our ATEEC program we have been developing curriculum for both colleges and high schools, in many different subject areas, for at least two decades,” Kabat Lensch continued. EICC opened an EON Reality Interactive Digital Center last September. EICC is only one of four EON Reality Innovation Academies in the United States. Learn more about EICC’s VR and AR lab by watching the video below. About the Author Sri Ravipati is Web producer for THE Journal and Campus Technology.

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