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John Evans

3 Free Virtual and Augmented Reality Apps for the Classroom | MindShift | KQED News - 2 views

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    "Virtual reality (VR) and augmented reality (AR) have never been more accessible for teachers and students. Of course, the technology isn't perfect yet, and the content offerings can be hit or miss. But, considering how many students carry smartphones, and with cardboard-style VR viewers starting at about $15, it's easier than ever to give kids immersive VR and AR experiences in class."
John Evans

Experience Augmented Reality Without the Need of a Headset - 3 views

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    "The Lightform computer projects images onto an object using a projector."
John Evans

The 'Minecraft Effect'? Educators Hope to Move Students From VR Consumption to Creation... - 0 views

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    "The image of screens strapped to students' faces is what the future of education looks like to some, but others see it as a passing fad that educators will look back on and say, 'What were they thinking?'

    Many proponents of immersive virtual reality in classrooms-using devices like Oculus Rift or Google Cardboard-say one question will be key to the fate of the tech in education: Will these new systems make students and professors content creators, or merely consumers?"
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."
John Evans

Real News, Fake News or Opinion? Teaching Our Students to Discern the Difference | KQED... - 2 views

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    "It used to be so easy to distinguish between truth and fiction. In previous years, I would focus on just teaching my students the difference between fact and opinion. Now the Internet has become a murky river of information, and buzzwords like "fake news" and "alternative facts" have become real concerns of an educated society. How do we teach our students to discern all these differences in this post-truth era?"
John Evans

22 Virtual and Augmented Reality Education Apps - Infinityleap - 5 views

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    "Virtual and Augmented Reality apps are starting to hit the market in force. While most of the buzz for these technologies has been for immersive gaming, many companies are getting involved in realizing the potential that Augmented and Virtual Reality may have as educational tools. The fraction of projected VR and AR market value taken up by education may seem small, but considering how large whole market is, this "small fraction" still represents Billions of Dollars.

    This article will discuss 22 virtual and augmented reality apps for education that are already available, in beta, or still in the testing process. Some of the apps are aimed at parents and preschool teachers, while most are for primary school teachers. Others will interest anybody, including higher education students, and even non-students."
John Evans

Building virtual realities in the classroom - 0 views

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    "It's pretty self-explanatory to most people why kids benefit from virtual field trips: They present learning matter in a very vivid and entertaining way. And this is great. 
    But still, once the hardware has found its way into the classroom, it makes sense to explore possibilities beyond the mere consumption of readymade content. Namely: let students create virtual realities themselves. There are some reasons why teachers should consider experimenting with this possibility:"
John Evans

Museums Are Embracing Selfies, Social Media, and Virtual Reality - The Atlantic - 2 views

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    "Earlier this year, at the Whitney Museum of American Art, in New York, visitors paraded through the fifth floor to see a retrospective dedicated to the abstract expressionist Frank Stella. Although many of the works on display were four or five decades old, in some ways the show felt tailor-made for the Instagram age: a riot of vibrant colors and textures, 20-foot-long reliefs, and sculptures as jagged and dynamic as 3-D graffiti.

    Visitors one busy Saturday afternoon stopped in front of artworks, lined up shots on their phones, snapped a few photos, and then moved on to the next piece. Some paused briefly to consider a particular painting; more stared down at their screens, furiously filtering. Few noticed an elderly gentleman sitting on a bench in one of the smaller rooms, watching the crowd engage with his work. The only visitor in the gallery not clutching a phone was Stella himself.

    Museum directors are grappling with how technology has changed the ways people engage with exhibits. But instead of fighting it, some institutions are using technology to convince the public that, far from becoming obsolete, museums are more vital than ever before. Here's what those efforts look like."
John Evans

Teachers Want to See More Virtual Reality in Their Classrooms [#Infographic] | EdTech M... - 7 views

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    "There's plenty of excitement surrounding virtual reality's applications in education.

    Teachers and administrators attending the ISTE 2016 Conference and Expo, for instance, flocked to the Samsung Gear VR and Google Expeditions displays to try their hand at the companies' respective VR teaching tools.

    Despite the interest, VR hasn't yet found a home in most schools. According to statistics cited in a recent Samsung infographic, only 2 percent of teachers use VR content in their classrooms. The data comes from a 2016 survey of more than 1,000 K-12 teachers.

    Survey results also indicate that educators would like to use VR to complement coursework in a variety of subjects, particularly science, history and social studies. Eight-three percent of teachers believe the technology could help improve student outcomes in those and other areas."
John Evans

Diary of a Techie Chick: Using Augmented Reality with STEAM .... - 4 views

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    "Augmented content is just another tool you can pull out of your teacher toolbox that brings student engagement to a whole new level.  For STEAM the letter "S" is supposed to stand for science, so  I thought how fun it would be to have a space STEAM unit.  As a teacher I would use the Quiver Space Comparison coloring sheet to introduce the unit.  Since I am into Augmented Student Interactive Notebooks I would print the coloring sheet as either a 4x6 or 5x7 size that could be easily attached to a page in the notebooks. I would also have writing prompts posted in an LMS, on Bulletin Board. whiteboard, etc..."
John Evans

10 Simple Ways To Use Google Cardboard In The Classroom. - #edtech4beginners - 3 views

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    "Google Cardboard is a virtual reality headset which immerses you in the video or picture so you can see a 360 degree view of an image or video.  Put on the headset and you are instantly inside the media.  Turn your head and look around to see in all directions."
John Evans

ThingLink Brings Interactive Virtual Reality to Schools | Cool Tools for 21st Century L... - 0 views

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    "Virtual Reality is about to find it's way into schools and classrooms with a new layer of interactivity from ThingLink! ThingLink VR will allow educators to create an affordable interactive learning environment to immerse students in learning experiences like never before.

    ThingLink is evolving from image and video annotation to 360 content, which gives educators a larger canvas to create virtual learning experiences. "
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