Virtual reality could help students remember better, new research says

Virtual reality (VR) is exciting and engaging for students, but for the most part, schools have struggled to find ways to incorporate it into the curriculum. Now, new research reveals one possible impetus for more classroom inclusion.

University of Maryland researchers conducted an in-depth analysis on whether people learn better through virtual and immersive environments versus more traditional platforms such as a two-dimensional desktop computer or handheld tablet.

The researchers found that people remember information better if it is presented to them in a virtual environment. The results of the study were recently published in the journal Virtual Reality.…Read More

How Wearables, AR, and VR Help Students Develop SEL Skills (Part 1)

In her post, “Now is the Time to Redefine Readiness,” my colleague Katherine Prince detailed how the world of work is changing, creating an urgent need to redefine what it means to be ready, and proposed a new foundation for readiness that prioritizes:

  • Deep self-knowledge will help people develop visions for our lives and continue to discover their own personal and professional strengths, weaknesses, passions, and emotional patterns.
  • Individual awareness will help people recognize and regulate our emotions; understand the triggers that spark them; and shift to more desired, productive emotional states when needed.
  • Social awareness will help people recognize others’ emotions and perspectives, enabling us to build relationships in support of learning, collaboration, and innovation and foster inclusive work environments.

The exponential advances of digital technologies are one of the main drivers of change reshaping work and creating the need to redefine readiness, but they may also help educators support young people’s development of key future readiness skills. Three digital technologies in particular–wearables, augmented reality (AR), and virtual reality (VR)–show great promise in helping to cultivate social-emotional skills such as those in the new foundation for readiness:…Read More

5 easy, low-cost ways to do AR & VR in your classroom

Our classrooms are transforming—not just with new technology or furniture—but by completely transporting students to new places and experiences. Location, funding, and even reality are no longer limiting our students of personalized learning.

Early adopters of #ARVRinEDU (Augmented reality and virtual reality in education) have sought out resources to meet the demands and needs of our students and managed to keep their spending in line with the school budget. These immersive technologies are providing more than the “wow factor.” They are building a bridge that breaks through classroom limitations.

A small percentage of classrooms will have the funding and resources to bring mobile devices and viewers to every student, but the majority of our schools don’t have class sets. Most schools do, however, have access to tablets or laptops, or they have a BYOD (Bring Your Own Device) arrangement. By using what we already have, we eliminate the need for massive purchases, additional training, and the rapid transition to outdated devices. With the flood of new AR and VR tools ranging from web to app-based, our classrooms can include engaging activities that are flexible with the tools we already have available.…Read More

3 ways districts can use AR and AI

Artificial intelligence (AI), mixed reality, and cognitive science research sound like science fiction for today’s classrooms, but this technology is available today. Innovation and technology are as integral to education today as chalkboards were in the past. And with the introduction of emerging, new, and proven technology-enhanced innovations, teachers are creating new ways of teaching and improving student learning, leading to a shift in pedagogy.

Here are three of the latest innovations our district is using.

Lumilo…Read More

What research says about virtual reality in classrooms

While we’ve been inundated over the past few years with the promises and potentials of virtual reality (VR), it’s been tough to slice through the hype to find facts, especially the kind of trustworthy research on VR adoption, effects, and learning potential educators need. Our new Common Sense research report, Virtual Reality 101: What You Need to Know About Kids and VR, helps bring some clarity by summarizing the existing body of studies.

First things first, VR has yet to be widely adopted. Only 21 percent of households have a headset and one can assume this percentage is far lower for classrooms. Even so, VR continues to fascinate us with its possibility, and it’s especially popular among kids, 70 percent of whom (ages 8 to 15) express interest in it. Since teachers are always looking for new ways to excite students, some innovative, well-supported educators have been experimenting with VR thanks to relatively low cost platforms like Google Cardboard or any of a number of sub-$100 budget headsets.

If you’re one of these pathbreaking educators, or just VR-curious, how can you make sure your lessons are grounded in best practices? Here are five key tips.…Read More

5 ways virtual reality is being used in education right now

Considering Sony Playstation’s VR headset sold out in pre-order last week, most of us are aware that virtual reality (VR) technology is hot right now. But outside of just hearing about the hype, what is education actually doing with this technology—if anything?

A new survey from Extreme Networks aimed to answer this question by polling nearly 350 schools within higher ed and K-12. According to the results, 23 percent of respondents have tested VR, while 77 percent have not (40 percent of schools polled still aren’t sure if they’ll use the technology in the future). Meaning that although virtual reality has an important and growing role in education, it may take several years to get all institutions on board.

The survey notes that one challenge to implementation is that nearly two-thirds of schools are “somewhat or not sure” their IT infrastructure can currently support VR technology.…Read More

This immersive VR platform was designed with education in mind

A new virtual reality program, designed in part for educators, is giving a whole new meaning to the virtual classroom.

Compatible with VR platforms like Oculus Rift and HTC Vive, the new program, called Engage, lets up to 30 simultaneous users join and interact in an immersive, virtual meeting — which could be set in a museum, historical site, or the surface of Mars.

The platform is new (and available as a free preview) so full functionality hasn’t been released, or even dreamed up, but so far educators can use it to create a custom avatar and then host live sessions or record presentations for download. Students will also be able to showcase artwork and photography in a gallery-like setting.…Read More