In my previous post, “How wearables, AR, and VR help students develop SEL skills (part 1),” I explored the ways in which wearables, augmented reality (AR), and virtual reality (VR) show promise in helping to cultivate social-emotional skills. All three technologies have been greeted with excitement by both the consumer market and many education stakeholders. While these technologies have great potential to support learning in new and novel ways, it is not a given that they will live up to the anticipation surrounding them. As expectations continue to build, educators can begin thinking through the various ways that they might be employed most effectively for learning.
KnowledgeWorks’ strategic foresight publication, Leveraging Digital Depth for Responsive Learning Environments: Future Prospects for Wearables, Augmented Reality, and Virtual Reality, explores how wearables, AR, and VR might be used to create responsive learning environments that can help with the cultivation of social-emotional skills. The publication proposes that educators think about possible uses of wearables, AR, and VR by first considering the types of environments these technologies can create and how they might support student learning. To help educators think about possibilities for these technologies in learning the paper presents a framework called the digital depth spectrum which consists of three kinds of spaces:
- Enhanced physical spaces alter the physical world by applying a thin layer digital information capture, sharing, and feedback.
- Hybrid spaces use multiple digital layers and more extensive computer-generated content, connectivity, and experiences to enable experiences that have a higher degree of digital immersion but which are still anchored in physical space.
- Fully digital spaces provide full immersion in digitally created environments with little reference to physical space.
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