This game is designed to help players build their declarative and conceptual knowledge of augmented and virtual reality and their place in the K-12 classroom.
A complete immersion into a computer-simulated experience that seems to shut out the physical world is also known as
An experience where digital elements are layered over or added to a live view of the physical world is also known as
An experience where digital elements and physical elements interact is known as
The popular game Pokemon GO! is an example of
The popular game Beat Saber, played on the Oculus Rift, is an example of
Which of the following is the largest obstacle to widespread educational adoption of AR and VR?
One way that AR and VR can enhance learning in the English Language Arts classroom is by allowing students
One way that AR and VR can enhance learning in the science classroom is by allowing students
One way that AR and VR can enhance learning in the social science classroom is by allowing students
One way that AR and VR can enhance social-emotional learning is by allowing students
Engagement and motivation are critical to student learning. AR and VR can trigger increased engagement and motivation through the novelty of the experience.
When students are curious and engaged, they are more likely to retain their learning.
When we engage students with AR and VR, we are not only preparing them for their futures with technology, we are also stimulating their creativity.
Libraries are a great place for schools to implement AR and VR experiences because
AR and VR are emerging technologies whose place in the educational classroom grows stronger as the technology grows stronger.