Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms

Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms

by Jaime Donally
Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms

Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms

by Jaime Donally

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Overview

Get the practical insights and classroom examples you need to incorporate immersive technology into curriculum and create engaging, effective learning experiences for students.

Teachers nationwide are adopting immersive technology – devices and software that provide augmented, virtual and mixed reality experiences – to enable students to go on virtual field trips, manipulate 3D objects and augment the world around them. Immersive technology resources can be far less costly than many believe, but there are issues school districts should resolve before making purchases and implementing this technology.

Learning Transported helps educators plan and establish goals so that their investment in immersive technology benefits the greatest number of students.

The book includes:
  • Definitions and examples of augmented, virtual and mixed reality.
  • Comparison of devices and platforms, and tips for selecting the best one.
  • Lesson plans mapped to standards and content areas.
  • Ideas for using immersive technology tools in the classroom.

Immersive technology has great potential to transform learning and create engaging experiences for students. This book helps educators consider the most important factors in bringing this approach into the classroom: that the instruction addresses student outcomes and standards, and that the mechanism for delivering this learning is safe, affordable and suitable for the situation.

The companion jump start guide based on this book is Immerse Yourself: Create Engaging AR/VR Experiences for All Learners.

Audience: K-12 educators, technology coordinators

Product Details

ISBN-13: 9781564843999
Publisher: International Society for Technology in Education
Publication date: 04/09/2018
Pages: 128
Product dimensions: 7.30(w) x 9.10(h) x 0.40(d)
Age Range: 3 Months to 18 Years

About the Author

Jaime Donally began her career teaching PK-eighth grade math. As a teacher, she used multiple technology resources, and now, as an educational technology presenter, she provides training on trending technology topics and technology integration. Donally is part of the ISTE 3D Network PLN leadership and the ISTE Global Collaboration PLN leadership. Her latest adventures include the startup of EdChange Global (formerly edcamp Global), Global Maker Day and the #ARVRinEDU chat.

Table of Contents

Foreword xi

Introduction 1

Using This Book 2

Experiencing this Book 3

Chapter 1 Understanding Augmented, Virtual, and Mixed Reality 4

Augmented Reality 4

Virtual Reality 6

Mixed Reality 7

Learning Transported Challenge 8

Chapter 2 Why use AIR, VR, and MR in Education? 9

Student Benefit 9

Transformed Classrooms 12

Discovery, Education, and Retention 14

Opportunity and Empathy 15

Alignment with Standards 16

Learning Transported Challenge 18

Chapter 3 Things to Consider Before You Get Started 19

Technical Knowledge 19

Devices 23

AR & VR in Browser 24

Cost and Funding 24

Successful Implementation 26

Learning Transported Challenge 26

Chapter 4 Successful Implementation 27

Identify the Purpose 27

Address Any Concerns 28

Consider the Space 30

Training, Professional Development, & Personnel 31

Adapting the Experience 33

Select the Right Classroom Tools 33

Select the Best Viewer 34

Network Limitations 38

Individual Tools 39

Putting It All Together 41

Learning Transported Challenge 41

Chapter 5 Getting Started Experiencing AR and VR 42

Elementary Ideas K-5 42

Secondary Ideas 6-12 51

Keep Going 59

Learning Transported Challenge 59

Chapter 6 Open Collaboration and Exploration 60

Scavenger Hunts 60

Breakout EDU 64

Exploratory Play with Cubes and Blocks 66

Virtual Field Trips 72

Learning Transported Challenge 75

Chapter 7 From Experience to Creation 76

Living in 360° 78

Nearpod and YouTube 78

Create 360° Experiences 80

3D Creation to AR 84

Virtual Reality Experience to Creation 85

Scan 3D Objects with Qlone 86

View 3D Objects in DottyAR 87

Learning Transported Challenge 87

Chapter 8 Storytelling 89

Bugs 3D 89

Anomaly 90

Spy Quest 91

Interactive Stories with Google Spotlight Stories 92

Learning Transported Challenge 93

Chapter 9 Preparing for the Future of Mixed Reality 94

Changing the Learning Environment with Mixed Reality 94

Figment 96

Orb 96

My Very Hungry Caterpillar AR 97

Atlas 98

World Brush 98

Learning Transported Challenge 99

Conclusion 100

References 101

Appendix A 102

Immersive Technology App Index 102

Appendix B 108

ISTE Standards for Students 108

Interviews

If you want a meaningful and immediate introduction to [the possibilities of virtual field trips, the dissecting a 3D model of the human body, virtual reality creation tools and] many more, I recommend a look at Jaime Donally’s new practical guidebook. — Joyce Valenza, School Library Journal

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