Technology has always been a part of our lives and learning experiances. It is about time that educational institutions start harnessing the potential the internet, web 2.0 tools and social media have to empower and connect learners across the globe.
"Students can experience new cultures, history, and understand the world in better ways with virtual reality, augmented reality, and wearables. Teachers are using these technologies to send learners on virtual field trips or getting students to keep track of their steps, cardio, and health with fitness bands. These technologies help engage learners by providing sensory learning and sparking curiosity and imagination. For your next classes, go beyond getting students to read and learn only from worksheets and books. "
Quote "3 Content: The high prices commanded by VR and AR technologies will only be acceptable if the devices come with engaging content. Both AR and VR platforms will require varied and rich content to justify the cost incurred to experience them. The content creators would create the content only if there is a significant user base and the users will only adopt the technology if there is a variety of content to consume. Along with the variety in content, quality content is also important. The vision and immersion experience would be the key drivers for content consumption. If the users see individual pixels or get eye strain and experience poor object stability or audio quality, they wouldn’t adopt the technology. Facebook, Google, and the others in the game would need to play a crucial role here. They would need to nurture the VR and AR content creators because at the end, only content will fuel the growth of VR and AR platforms. It is also important that the content creator should not be biased towards a particular application of the technology and create content only for that."
"Whether MOOCs follow through on their pledge to alter higher education and, in the process, reduce costs and improve outcomes for everyone depends on whether colleges and the MOOC providers tackle the difficult questions facing them in the next few years while they are out of the media spotlight."
A long time ago, back when we still used the phrase 'web 2.0', I proposed an idea for a tool called "9 step" which sequenced online resources together, with connecting narrative. My proposal was that you can learn anything in...
Augmented reality could open up huge potential for education outside of the classroom and enable students to learn and interact with whatever is in their immediate physical environment at any particular time. It could also transform publishing and the way we interact with books and images by enabling us to transform them into interactive multimedia.
Augmented reality (AR) is education, version 3.0. Imagine students walking on the surface of Mars inside their classroom, or creating artwork that can dance. Educators can use AR to create strong learning experiences for their students. Through …
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