Augmented and Virtual Reality in the Classroom

Student access to engaging content and opportunity to interactions is crucial for meaningful learning experiences. Technology can be used ensure the best outcomes for students and provide a way to interact with content in new ways. One way to do this is by integrating virtual and augmented reality. The inclusion of virtual and augmented reality in instruction can increase application skills, higher order thinking, and overall proficiency for learners when properly integrated into lessons (Udeozor et al., 2023).

Augmented and virtual reality can be used across content areas to increase learning. Beyond making learning more immersive, the use of this technology can increase student engagement and willingness to interact with challenging content (Wu et al., 2020). If you have never seen this technology in action please watch the videos below to learn more!


References

Di Natale, A. F., Repetto, C., Riva, G., & Villani, D. (2020). Immersive virtual reality in K‐12 and higher education: A 10‐year systematic review of empirical research. British Journal of Educational Technology, 51(6), 2006–2033. https://doi.org/10.1111/bjet.13030 

Udeozor, C., Chan, P., Abegao, F. R., & Glassey, J. (2023). Game-based assessment framework for virtual Reality, augmented reality and digital game-based learning. International Journal of Educational Technology in Higher Education, 20, 1–22.


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