This week we will:
Explore virtual learning environments;
Explore augmented learning environments; and
Explore learning within professional learning environments.
Augmented Learning Environments (ALEs) are technology-enhanced learning environments that combine real-world and virtual elements to create an immersive and interactive learning experience. ALEs typically use augmented reality (AR) to overlay digital information onto real-world environments, and/or create artificial spaces using virtual reality (VR) technologies to provide learners with an enhanced and enriched learning experience.
ALEs can be used to simulate real-world scenarios, environments, and objects, enabling learners to explore and interact with them in a safe and controlled manner. They can also be used to provide learners with additional information, feedback, and guidance, supporting their learning and development. ALEs can be used in a variety of educational contexts, including K-12 schools, higher education institutions, and corporate training programs. Some common examples of ALEs include AR and VR educational apps, simulation games, and virtual laboratories.
Meta (Facebook/Oculus)
Microsoft (XR Hololens focus on training)
Google (exited VR in 2019)
Apple (entering XR in 2023)
Oculus revitalised virtual reality in 2012 with a Kickstarter campaign to develop a new VR headset. Acquired in 2014 by Facebook, which rebranded itself in 2021 as Meta, heralding a shift from social media to virtual reality. They have developed a range of hardware: Meta Quest VR headsets, AR glasses with AR experiences developed using Meta Spark; and a virtual world Meta Horizon that will also be available on PC and mobile devices soon.
Supported VR in education through low-cost cardboard headsets using mobile phones and developed a range of low-cost stand-alone headsets, but after a failed attempt to introduce AR Google Glasses to consumers, scaled this back to high-end training and exited low-cost hardware XR development. Google now focuses on XR software tools such as Google Maps, Earth and Lens image searching.
Priced at high-end training, the HoloLens provides an AR experience, overlaying digital images on what you see around you. Microsoft will soon be introducing Microsoft Mesh for Teams, which may see a more consumer-oriented focus, and the integration of avatars into AR and video conferencing.
About to be released. It will be expensive, but it may reinvigorate XR and open up opportunities for education as it will be aimed at consumers.
Extended Reality (XR) hardware lets you access apps such as web browsers, games, 360 videos, etc. and Virtual Worlds.
Virtual worlds are computer-simulated environments populated by many users who can create a personal avatar (a digital representation of yourself or someone/something else) and simultaneously and independently explore the virtual world, participate in its activities and communicate with others.
While there are hundreds of virtual world platforms, many requiring software to be installed because of the complexity of the graphics displayed, less graphics-intensive applications can be run within web browsers using standards such as WebVR and WebXR.
WebVR is an open specification that makes it possible to experience VR in your browser. Explore some WebVR sites and WebVR Experiements. WebVR has been discontinued.
The WebXR has replaced WebVR and provides wider access to input (pose information from headset and controllers) and output (hardware display) capabilities commonly associated with Virtual Reality (VR) and Augmented Reality (AR) devices. It is a framework to enable XR to be conducted through web browsers. Explore some WebXR Experiments.
Second Life was developed in 2003 and has been the most popular virtual world, and while still widely used, it has dated. Requires an installed browser.
Cospaces is currently a popular virtual world environment for education. Learning activities include 360 degree tours, storytelling, exhibitions, games, and simulations.
Explore a Roman Villa.
Explore the island of the novel, Lord of the Flies.
Post to teams your experience with augmented learning spaces (VR/AR and Virtual Worlds). In exploring CoSpaces, how you use such a virtual environment in your teaching?