Virtual, mixed, and augmented reality (VR/MR/AR) are revolutionizing education, much like the printing press democratized knowledge centuries ago. These immersive technologies are transforming the way students learn, transcending traditional classroom boundaries and unlocking new possibilities for engagement, exploration, and understanding.
Virtual reality immerses users in entirely simulated environments, transporting them to historical events, distant planets, or even inside the human body. This allows students to experience abstract concepts firsthand, fostering deeper understanding and retention. Imagine walking through ancient Rome, exploring the solar system, or witnessing chemical reactions at a molecular level.
Mixed reality blends the physical and digital worlds, overlaying virtual objects onto the real environment. This creates interactive experiences that merge the best of both worlds. Students can manipulate virtual objects, collaborate with peers in shared virtual spaces, and even interact with historical figures or scientific phenomena in their own classrooms.
Augmented reality enhances the real world by adding digital information or objects to the user's view. This can be as simple as providing additional information about a historical landmark or as complex as guiding students through a dissection. AR apps can turn textbooks into interactive learning experiences, bringing static images to life and providing instant access to additional resources.
These technologies are not just about creating cool experiences; they are about transforming how we learn. VR/MR/AR can make complex concepts more accessible, spark curiosity, and foster a love of learning. They can also provide personalized learning experiences, adapting to individual student needs and interests.
You will search for a virtual, augmented, or mixed reality application that has potential to work within a curriculum. You may not be able to fully test without a virtual reality headset, so choose something that can install on a device that you have access to (such as a tablet or phone). (You can use the use the "VR/AR Applications to Consider" if you need an idea).
As you explore the VR/AR/MR application of your choice. Be prepared to answer these questions in review of the application (your choice in format).
1) How would you describe your assigned app?
2) What does it do to transform the consumption and/or production of knowledge?
3) What are the potential dangers? Think of the possibility of technology overshadowing the message.
Think about the integration of AR/VR/MR technology as part of your project to enhance the experience of students from an engagement or a UDL perspective. For example, it could be the use of QR codes in instructional material or the use of AR applications for students who could benefit from having access to augmented information. Regardless, choose technologies that are accessible and realistically integrated into your project.