REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0
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El mundo tras el cristal: 7 posibles desarrollos de Google glass

El mundo tras el cristal: 7 posibles desarrollos de Google glass | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
No paran de surgir noticias sobre Google Glass.  Bares que en ejercicio del derecho de admisión prohíben la entrada a quien lleve las gafas o la multitud de ideas para posibles desarrollos que surgen de la convocatoria que realizaba Google hace...

Via Raúl Luna
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Raúl Luna's curator insight, March 12, 2013 2:26 PM

Las posibilidades que abren los dispositivos del tipo de las gafas de realidad aumentada de Google son bastante interesantes. Sólo es cuestión de poner en marcha la imaginación para aprovechar el hecho de que las manos permanecen libres lo cual aumenta enormemente la capacidad de interacción con el medio.

REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0
Aplicaciones didácticas de la realidad aumentada en los procesos de enseñanza-aprendizaje
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This Robotic VR Glove Lets You Feel Virtual Objects In The Physical World

This Robotic VR Glove Lets You Feel Virtual Objects In The Physical World | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
A company called DextaRobotics recently unveiled a new product that could end up revolutionizing the way VR hand tracking and interaction takes place.
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The Ultimate Guide to Gamifying Your Classroom 

The Ultimate Guide to Gamifying Your Classroom  | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
The effects of gamification include increased student engagement, and class wide enjoyment of academic lessons, even from reluctant learners.

Via Ana Cristina Pratas
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Ana Cristina Pratas's curator insight, August 26, 3:59 AM

Components of Gamifying the Classroom

 

There are several aspects of video-game design that can be incorporated into the gamified classroom. Here are several:

  1. Points: In video games, users gain points as the travel through their quests. The more time they invest in the game the more points they earn. They also earn points for completing certain tasks, playing for a certain time, and gathering certain items. In a gamified classroom, points can take the place of grades. As a student gathers experience and time with a certain concept, they earn points.
  2. Badges: Badges are public recognition of achievement, with each one designed with a specific achievement in mind. Other players can see which badges another person has been awarded. In the classroom, badges mark a student’s completion of a lesson or mastery of material. Badges can be explained beforehand, though some badges can be randomly awarded to keep interest levels high.
  3. Levels: As a game goes on, players progress through levels that get progressively more difficult. In the classroom, levels could be lessons, or even units of study.
  4. Appointments: Thanks to the Internet, people playing a video game in the US can sign in and team up with players all over the world. Video game players can set up certain times to meet up with their friends, or even strangers, to work together to defeat a villain or clear a level. In the classroom, appointments can be made with the teacher or other students and act as check-ins. Students can receive additional assignments or feedback to help them complete their work during their appointments.
  5. Bonuses: Most games have hidden, unexpected rewards. Bonuses help drive player loyalty and keep them playing day in and day out. People get obsessed with earning extra points, finding useful items, or skipping levels. In the classroom, bonuses can also be unexpected rewards. Students can earn bonuses such as a homework free night or a two-day extension on a project.
  6. Infinite play: In many video games, players keep playing until they finish a level. They might lose points, or access to valuable items if they are attacked, but they are still able to keep playing. In classrooms, infinite play is allowing students to keep working on a lesson or skill until they achieve mastery, even if the rest of the class has moved on.

 

 

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How to Gamify Your Classroom

 

The process of actual video game development includes design, programming, graphic design, sound engineering, copy editing, project management, and testing. The process is so involved, it’s unlikely that a teacher would have the time or budget to create their very own digital learning quest. So instead, we’ve come up with some tips to easily add aspects of gamification to your classroom (or, as this NEA Today article calls it, making your classroom “game-inspired.”)

  1. Backwards planning: Any teacher familiar with Understanding By Design has already got a leg up in gamification. To start gamifying your classroom consider the end first. What is the goal? How will you get kids there? What evidence will you collect along the way? Classroom game design includes designing learning activities that lead to the desired outcome, measuring progress, and collecting evidence of learning.
  2. Use what’s available: Classcraft is a free, online educational role-playing game that teachers can personalize for their lessons. It includes progress monitoring and reporting for teachers, making the gamification process much more simple than going out on your own. Other online applications for education are applicable to gamified classrooms, like Duolingo, the language learning game, Goalbook, which helps students with IEPs track their progress toward goals, and Kahoot, a game-based questions and answer platform.
  3. Gamify one aspect: Rather than attempting to create an entire game with quests and hidden bonuses, start small. Gamify grading by turning assignments into experience points. Gamify homework by creating individual quests. Gamify personalized learning by allowing students to work on a skill until they’ve achieved mastery. Use badges to signify achievement. Allow students to create their own badges. Classbadges lets you download premade badges or design class-specific ones.
  4. Establish a marketplace: Allow students to buy, sell, swap, trade with each other and with you. Maybe students can swap a badge for an open-book test, or use points to purchase a homework-free night.
  5. Allow leveling up: If a student has mastered the material in a lesson, offer fun and engaging extension work.
  6. Just dive in: It can be difficult to know when your gamified classroom plan is ready for students, but the best advice is to just try it out. That’s how your students play video games – they power up the machine and just start playing, figuring out many important rules and lessons along the way.
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Navegación inercial mediante realidad aumentada, así funciona la última patente de Apple

Navegación inercial mediante realidad aumentada, así funciona la última patente de Apple | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
A principios de este año Apple se hizo con Flyby Media, una empresa dedicada a la realidad aumentada. La nueva patente publicada por los chico
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Orion, la realidad virtual que puedes tocar

Orion, la realidad virtual que puedes tocar | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Orion es la tecnología más avanzada en reconocimiento de movimientos de las manos, y gracias a ello, es capaz de usarlas como método de control e introducción en realidad virtual.

Via Gumersindo Fernández
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5 Revolutionary Educational and Professional Uses for Virtual Reality

5 Revolutionary Educational and Professional Uses for Virtual Reality | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
VR is about so much more than just games and entertainment. We lay out 5 key ways that virtual reality can revolutional education and professional training.
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Proyecto armat: Geometría basada en el uso de la

Realidad Aumentada y Virtual

Proyecto armat: Geometría basada en el uso de la<br/><br/>Realidad Aumentada y Virtual | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
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Realidad virtual, realidad aumentada y entornos inmersivos en Educación

Realidad virtual, realidad aumentada y entornos inmersivos en Educación | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
¿Sabías que puede recrearse en un entorno 3D un templo egipcio y pasear por él como en un entorno envolvente real sin salir de clase? O ver en una pantalla de ordenador una casa romana completa, con todas sus estancias, y mover su figura para contemplar todas sus vistas; Verse ataviado de centurión romano, mientras…
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LOS CÓDIGOS QR. COMO UTILIZARLOS EN INTERPRETACIÓN Y EDUCACIÓN AMBIENTAL.

LOS CÓDIGOS QR. COMO UTILIZARLOS EN INTERPRETACIÓN Y EDUCACIÓN AMBIENTAL. | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Los códigos QR (en inglés QR code) son un tipo de código de barras, pero a diferencia de los convencionales la información está codificada dentro de un cuadrado, permitiendo almacenar gran cantidad de datos. Con un lector de códigos QR podemos acceder a la información que guarda este cuadrado, que puede ser desde una página…
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25 Years Later The Web and VR Are Finally Converging

25 Years Later The Web and VR Are Finally Converging | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Virtual Reality and the Internet are on a collision course 25 years after the first consumer VR crash.
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Crea y aprende con Laura: Apps Brújulas, mapas, GPS y Realidad Aumentada

Crea y aprende con Laura: Apps Brújulas, mapas, GPS y Realidad Aumentada | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
RT @jhergony: Apps Brújulas, mapas, GPS y Realidad Aumentada https://t.co/zbiTF67pet
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Ni Aumentada ni Virtual, el futuro es la Realidad Mixta - Red Innova

Ni Aumentada ni Virtual, el futuro es la Realidad Mixta - Red Innova | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Pocas veces un startup causó tanto revuelo a nivel global antes de siquiera mostrar un producto como lo hizo Magic Leap.
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These 5 Incredible HoloLens Videos Will Make You A VR/AR Believer

These 5 Incredible HoloLens Videos Will Make You A VR/AR Believer | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Over the last few weeks we've seen some really impressive demonstrations of the capabilities of Microsoft's HoloLens mixed reality all-in-one headset.
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Merged Reality: el mejor de todos los mundos | Virtual Educa Magazine

Merged Reality: el mejor de todos los mundos | Virtual Educa Magazine | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Merged Reality o Realidad Combinada: una nueva forma de experimentar interacciones y entornos físicos y virtuales.
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Impressive VR Animation Software 'Tvori' Now Available [Exclusive Video]

Impressive VR Animation Software 'Tvori' Now Available [Exclusive Video] | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
The Tvori VR animation software is now available in an early version for HTC Vive owners to try.
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Will Virtual Reality Solve Your Real-world Problem? by Lisa Minogue-White - e-Learning Feeds

Will Virtual Reality Solve Your Real-world Problem? by Lisa Minogue-White - e-Learning Feeds | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Earlier this year, many media outlets predicted that 2016 would be “the year of virtual reality” (VR). But after 10 years of reports and anticipation, it i
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5 ways to practically incorporate virtual reality - eCampus News

5 ways to practically incorporate virtual reality - eCampus News | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
How higher education can harness virtual reality for services beyond the campus tour.
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Universe2Go: Realidad aumentada y astronomía unen fuerzas - Neoteo

Universe2Go: Realidad aumentada y astronomía unen fuerzas - Neoteo | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Ahora que la realidad aumentada tiene una «aplicación de cabecera» en Pokémon GO, es un excelente momento para explorar otras opciones. Una de ellas es la astronomía. Sin lugar a dudas, toda persona interesada en conocer su cielo nocturno obtendrá una experiencia más directa comenzando con binoculares o un telescopio más o menos accesible, pero …
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Higher Ed’s Augmented-Reality Ambitions Highlight Infrastructure Requirements

Higher Ed’s Augmented-Reality Ambitions Highlight Infrastructure Requirements | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Colleges and universities experimenting with augmented and virtual reality will have to rethink their current data center designs.
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"La Cocina de las TIC" INFANTIC-TAC: La realidad aumentada cambia la realidad de nuestro aula y nuestro centro.

"La Cocina de las TIC" INFANTIC-TAC: La realidad aumentada cambia la realidad de nuestro aula y nuestro centro. | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
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Apple patenta un nuevo navegador basado en la realidad aumentada

Apple patenta un nuevo navegador basado en la realidad aumentada | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Apple ha patentado un nuevo navegador RA. La realidad aumentada podría formar parte de la tecnología de Apple en interiores y exteriores.
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Crea y aprende con Laura: ARcrowd. Aplicación online para crear Realidad Aumentada

Crea y aprende con Laura: ARcrowd. Aplicación online para crear Realidad Aumentada | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
RT @HangoutEDU: @ARcrowd Aplicación online para crear Realidad Aumentada https://t.co/C4Qsd7GFBN https://t.co/6G43aLjwsd
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Will Virtual Reality Solve Your Real-world Problem? by Lisa Minogue-White : Learning Solutions Magazine

Will Virtual Reality Solve Your Real-world Problem? by Lisa  Minogue-White : Learning Solutions Magazine | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Earlier this year, many media outlets predicted that 2016 would be “the year of virtual reality” (VR). But after 10 years of
reports and anticipation, it is clear that our efforts to put VR to work in the service of learning must be led by the business
needs, not the technology. Here is a model to help you do that!

Via Marta Torán
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Marta Torán's curator insight, August 22, 1:50 PM
Lisa Minogue-White nos cuenta en este post por qué la Realidad Virtual es una buena opción para el aprendizaje.

¿Qué puede proporcionarnos la Realidad Virtual?:

Construir nuevas experiencias de aprendizaje en contextos seguros que eviten riesgos. Permitir la práctica. Incluir el feedback sensorial del entorno.


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Turn Your Instagram Pictures into a Virtual Museum

Turn Your Instagram Pictures into a Virtual Museum | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Turn your Instagram pictures into a virtual museum in one click. Walk into your photo gallery in VR.

Via Nik Peachey
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Nik Peachey's curator insight, August 20, 3:09 AM

Students can use this to create a VR space to view images from any public instagram account.

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Aurasma Studio (AR) Realidad Aumentada

Conoce @AurasmaStudio para la creación de realidad aumentada de forma sencilla.
Web: https://t.co/t9O3FxBc0S
@tcsnoticias
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MIT Media Lab-Sponsored VR/AR Hackathon Coming This October

MIT Media Lab-Sponsored VR/AR Hackathon Coming This October | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Applications are now open for the Reality, Virtually MIT Media Lab-sponsored VR/AR hackathon this October! Read on for more details.
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