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John Evans

Want A Taste Of Virtual Reality? Step One: Find Some Cardboard : Goats and Soda : NPR - 0 views

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    "Filmmakers are using virtual reality to make the problems of the developing world seem more ... real. But how can you see their work? You could buy a headset, but you might end up in virtual debt. Prices range from $200 to $500 for devices from big players like Oculus Rift, Sony and Samsung. And forking over that much cash is a problem since there's not a lot of content yet. MindMaze Software Engineer Nicolas Bourdaud demonstrates a virtual reality system at the Game Developers Conference in San Francisco on Tuesday. All Tech Considered Developers Continue Push To Make Virtual Reality Mainstream An attendee at the Electronic Entertainment Expo in Los Angeles plays Sony's Project Morpheus London Heist video game with a virtual reality headset and Move controllers. All Tech Considered Gaming Industry Pushes Virtual Reality, But Content Lags "You're in a store ... and here's all the head-mounted displays and then it costs $200 or $300. Why would you ever buy it when you don't know why you're buying it? You wouldn't," Tony Christopher, CEO of Landmark Entertainment Group, told NPR last month. But there are inexpensive options that require only your smartphone and some cardboard. Google Cardboard, a project of the tech giant, offers instructions and templates to build your own cardboard virtual reality headset. Grab a pair of scissors, X-Acto knife and some glue. Then find some cardboard at home, print out the templates, trace and cut out the different pieces and assemble your goggles. The instructions can get confusing, so our multimedia editor Ben de la Cruz suggests following a how-to video like this one from the tech site, CNET."
John Evans

Virtual Reality to Foster Real-World Empathy | Profweb - 4 views

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    "Our virtual reality project took shape during the 2017 iPad and Digital Education Summit [in French]. A high school geography teacher presented pedagogical examples of how to use virtual reality to visit tourist sites. One participant pointed out that virtual reality could also be used to create empathy. This idea immediately caught our attention, since our respective courses appeal to this notion and we face challenges in the acquisition and demonstration of this skill by the students."
John Evans

Game for science - Virtual world devoted to science, technology and free educational ga... - 14 views

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    "The first virtual world dedicated to science! Explore all kinds of virtual islands depending on your interests: health, aeronautics, genomics, environment, engineering and more. You'll find fun games, interesting facts and fascinating photos and videos - all on a science theme. "
John Evans

3 Steps to Creating an Awesome Virtual Museum in Class - iPads in Education - 2 views

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    "You're spending an afternoon browsing the exhibits at an art museum. If you're anything like me, you'd probably appreciate the art a lot more if you could bring someone along that could explain the history and nuances of the pieces on display. Now imagine pointing a device at the painting and seeing it morph into a dynamic video giving you all the information you wanted about the art. Welcome to augmented reality. Virtual reality replaces the real world with an artificial, digital environment. In contrast, augmented reality alters your view of the real world by layering it with associated digital information. Augmented reality uses your device's camera to view the immediate environment and display media when it sees an object it recognizes. It has been utilized as a marketing and informational tool by many industries. Using an augmented reality app, you can point your device at an advertisement in a magazine and get detailed product demonstrations. Aim it at a sign outside a house for sale and get an after hours virtual walk-through the property. There are also many ways augmented reality can be used in education."
John Evans

Augmented Reality Simply Explained for Students ~ Educational Technology and Mobile Lea... - 0 views

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    "Augmented reality should not be confused with virtual reality, for the boundaries of each concept are clearly demarcated. While virtual reality denotes a reality that exists only in the virtual world (online), augmented reality, on the other hand, keeps the real world but only adds a digital layer to it. or amplifies it. In other words, augmented reality gives you  actual information without changing or displacing the real world you are experiencing."
John Evans

Where Edtech Can Help: 10 Most Powerful Uses of Technology for Learning - InformED : - 2 views

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    "Regardless of whether you think every infant needs an iPad, I think we can all agree that technology has changed education for the better. Today's learners now enjoy easier, more efficient access to information; opportunities for extended and mobile learning; the ability to give and receive immediate feedback; and greater motivation to learn and engage. We now have programs and platforms that can transform learners into globally active citizens, opening up countless avenues for communication and impact. Thousands of educational apps have been designed to enhance interest and participation. Course management systems and learning analytics have streamlined the education process and allowed for quality online delivery. But if we had to pick the top ten, most influential ways technology has transformed education, what would the list look like? The following things have been identified by educational researchers and teachers alike as the most powerful uses of technology for learning. Take a look. 1. Critical Thinking In Meaningful Learning With Technology, David H. Jonassen and his co-authors argue that students do not learn from teachers or from technologies. Rather, students learn from thinking-thinking about what they are doing or what they did, thinking about what they believe, thinking about what others have done and believe, thinking about the thinking processes they use-just thinking and reasoning. Thinking mediates learning. Learning results from thinking. So what kinds of thinking are fostered when learning with technologies? Analogical If you distill cognitive psychology into a single principle, it would be to use analogies to convey and understand new ideas. That is, understanding a new idea is best accomplished by comparing and contrasting it to an idea that is already understood. In an analogy, the properties or attributes of one idea (the analogue) are mapped or transferred to another (the source or target). Single analogies are also known as sy
Nik Peachey

Nik's QuickShout: Getting into Virtual Reality Part 1: Creating Virtual Reality Worlds - 2 views

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    Getting into Virtual Reality Part 1: Creating Virtual Reality Worlds https://t.co/2Ma6CGhwNJ #vr #ar #ai #3d #gbl… https://t.co/jl3D8kEIgR
John Evans

20 Top Virtual Reality Apps that are Changing Education - The Edvocate - 4 views

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    "Virtual reality is one of the hottest edtech trends. Not only are students allowed the opportunity to emerge themselves into a subject but can travel the world from their desk chairs. While not readily available in every classroom, programs such as Google Cardboard aim to make VR headsets cheap and accessible. The majority of students in the USA own a cell phone, and with many of these educational apps available on both iOs and the iTunes-enabled devices, they are becoming more accessible to more students. Educationally, these VR apps allow students to visualize concepts that were confined to the pictures in a textbook. Below are 20 Virtual Reality Apps that are changing education."
David McGavock

About this Blog « Media! Tech! Parenting! - 0 views

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    If you are a parent, teacher, or other adult working with children, this blog aims to help you learn, as much as possible, about helping digital kids grow into thoughtful, collaborative, and savvy digital citizens. The blog's mission is to provide context for adults - defining and clarifying digital world issues, 21st Century learning challenges, and those virtual environments and devices that children take for granted. It's not really about technology anymore. Instead it's about lifelong learning, collaboration, problem solving, and flexibility. Media! Tech! Parenting! examines or reviews three or four items of digital news and information each week, surveying newspapers, blogs, research, and magazines, as well as the media, safety, and educational websites. Blog posts, as often as possible, provide links pointing readers toward the sites or publications covered in blog posts. I am Marti Weston, the principal blogger on Media!Tech!Parenting! In my professional life I focus on learning in a K-12 environment along with all the digital world issues that challenge teachers, students, and parents. With more than 30 years of teaching experience I also support parents by teaching three-five digital education classes, leading question and answer sessions, and maintaining current resources on the school's website. My professional work centers on four areas: Coaching teachers and helping them develop learning environments that are rich with 21st Century collaboration and problem solving. Helping students learn to use digital tools appropriately, understand their digital dossiers, and move - carefully - along the digital citizenship highway. Providing teachers, students and their parents added context that helps them evaluate media and learn more about how media affect their world, Offering parents information about the always changing, fast-paced virtual world and suggesting effective parenting skills and strategies that will help children grow into stro
John Evans

This New Toy Will Let You Build the World Around You - 1 views

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    "Google's Data Arts Team came up with a series called "Virtual Art Sessions" that documents the Tilt Brush experience in a way so that people all over the world can see the actual virtual reality experience, even when watching through flat screens."
John Evans

Virtual Summer Camp - The Next Step in Connected Learning - 1 views

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    "Fact: Kids love Minecraft. The unique and ridiculously popular game is often compared to digital LEGO's, and at it's core, allows players to place and break blocks in a 3D world. With more than 22 million users in 40 countries, the Minecraft craze is only growing and kids can't seem to get enough. The draw of Minecraft? For kids, it's a blank slate and gives them the opportunity to let their imagination run wild. For educators, it is a perfect opportunity to fully integrate technology with learning. Minecraft is being recognized as an incredibly powerful, educational tool that acts as a medium for educators and students, alike, allowing them to unleash their creativity and fully integrate technology with learning opportunities. Because the game lives online, the multiplayer format can be utilized to emphasize digital citizenship and collaboration all through integrated project based-learning. Meet Connected Camps, an online summer camp for Minecraft that is breaking the rules in all the right ways. Yes, you read that right, Connected Camps is a virtual summer camp, that connects kids from around the country (and even the world) through a dedicated, monitored and secure Minecraft server."
John Evans

Apps in Education: Immersive History Experience on the iPad with Lesson Ideas - 6 views

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    Virtual History Roma presents a fantastic voyage to Ancient Rome, the capital of the largest empire in the ancient world, which has been reconstructed in virtual form and which you can explore in a "full-immersion" panoramic experience. This app allows you to fully appreciate the building construction, scale and atmosphere that was Ancient Rome. At the higher end of the app market at $10.99 AU it is a bit expensive but it certain has the capacity to entice students into the ancient world. At the end of the post find good ideas for student action
John Evans

Edusim - Inventing the future, one classroom at a time - 0 views

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    Edusim is a free opensource 3D multi-user virtual world specifically for your classroom interactive whiteboard (Smartboard, Activeboard, Interwriter, Mimio, eBeam, or WiiBoard). Edusim is extendable allowing multiple classrooms to connect their interactive whiteboards for collaborative learning session. Read more about Edusim and turning your classroom interactive whiteboard into a low cost single walled CAVE based virtual world platform here.
Nik Peachey

Development - Is the 140 character 'micro interaction' enough? | Delta Publishing - Eng... - 2 views

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    Twitter could not possibly be further away from the concept of a computer game or a three dimensional visually rich virtual world. Suddenly instead of learning to fly and exchanging our money for Linden bucks (the currency of Linden Labs' Second Life) we were exchanging grammatically correct sentences for status updates of less than 140 characters! Who could have seen it coming? Perhaps Gartner, who also predicted that "90 Per Cent of Corporate Virtual World Projects Fail Within 18 Months".
John Evans

Journal of Virtual Worlds Research: Vol 2, No 1: Pedagogy, Education and Innovation in ... - 0 views

  • This edition of the Journal of Virtual Worlds Research is dedicated to exploring the breadth of designs, pedagogies and curricular innovations that are actually already being applied to teaching and learning in virtual worlds.
John Evans

Ed/ITLib DL → Children's Sense of Self: Learning and Meaning in the Digital Age - 0 views

  • Children’s Sense of Self: Learning and Meaning in the Digital Age
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    This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally transformative in prosocial ways. Players' experiences with these worlds are as much defined by the technical design and construction of these spaces as they are influenced by the socio-cultural arrangements that develop. In support of this belief, we collected data on children's experiences with a range of technologies germane to the Digital Age, including their participation in the Quest Atlantis environment, an immersive space for learning that is intended to engage children ages 9-12 in a form of dramatic play comprising both online and real-world learning activities. By enlisting this innovation to nonintrusively collect data about children's participation as well as their engagement with media more generally, the research team was able to move beyond an ethnographic study of what already exists in the world and develop a grounded appreciation for what an innovative technology-rich context might make possible in the future.
John Evans

25 Awesome Virtual Learning Experiences Online - Virtual Education Websites | AceOnline... - 12 views

  • Just because you’re online doesn’t mean that you can’t experience the world first-hand — or as close to first-hand as possible. Here are websites that feature virtual learning experiences, exposing online visitors to everything from history to geography, astronomy to anatomy, literature to government.
John Evans

12 x 3D Tools for Education, Training & Collaboration: - 5 views

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    Here is my pick of 12 tools in 2 categories: 1. Creating virtual characters or avatars 2. Creating 3d environments and virtual worlds For those who want to start simply and have fun or for those interested in high-end simulated learning environments. A mix of free, open source and commercial tools.
Tod Baker

Learning Spaces | EDUCAUSE - 0 views

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    Space, whether physical or virtual, can have a significant impact on learning. Learning Spaces focuses on how learner expectations influence such spaces, the principles and activities that facilitate learning, and the role of technology from the perspective of those who create learning environments: faculty, learning technologists, librarians, and administrators. Information technology has brought unique capabilities to learning spaces, whether stimulating greater interaction through the use of collaborative tools, videoconferencing with international experts, or opening virtual worlds for exploration. This e-book represents an ongoing exploration as we bring together space, technology, and pedagogy to ensure learner success.
John Evans

TSTC Takes One Small Step for Virtual Worlds, One Giant Leap for Virtual World Education - 0 views

  • One graduation, not affected by swine flu, occurred at 7 p.m. on Wednesday, May 6, 2009 at Texas State Technical College's virtual college (vTSTC) in Second Life. On this day, Julie Shannan, became the first known student to graduate from a certificate program taken entirely in a virtual environment.
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