REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0
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\ Are you a teacher? Guidance for teachers and other educators getting started with Aurasma...

\ Are you a teacher? Guidance for teachers and other educators getting started with Aurasma... | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Welcome to Aurasma!
Aurasma is one of the most popular and cutting-edge technologies being used in schools around the world today. Enabling teachers to connect digital...

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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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Jornadas Tendencias en Innovación Educativa  2017: Presentación-Un modelo didáctico de aplicación de la realidad aumentada en la enseñanza del español como lengua extranjera

Jornadas Tendencias en Innovación Educativa  2017: Presentación-Un modelo didáctico de aplicación de la realidad aumentada en la enseñanza del español como lengua extranjera | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Tendencias en Innovación Educativa y su implantación en UPM. Los lunes del 9 de Octubre al 20 de Noviembre 2017: Aprendizaje Experiencial – Gamificación – ApS – Aula Invertida – Realidad Aumentada y 3D – Aprendizaje Adaptativo
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Flipped Classroom: Engaging Students with EdPuzzle

Flipped Classroom: Engaging Students with EdPuzzle | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
The flipped classroom model is a blended learning strategy I use to present my vocabulary, writing, and grammar instruction online. Students watch videos at home where they can control the pace of their learning, then they come to class prepared to apply that information in collaborative student-centered activities.

One thing I emphasize when I lead professional development for teachers is the importance of flipping and engaging. Instead of simply consuming information, I want students to think critically about that information. This requires that I design flipped lessons that encourage students to ask questions, analyze the information, and discuss concepts with peers asynchronously online to begin making sense of the information they are receiving at home. There are a variety of ways to do this. I authored a resource for MindShift titled “Teachers’ Guide to Using Videos,” which includes a section describing a range of strategies a teacher can employ to flip and engage.

A newer tool I’m excited to use with students come fall is EDpuzzle. Here’s how it works!

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Revolutionizing school design with Virtual Reality

Revolutionizing school design with Virtual Reality | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it

Being fully immersed into a space allows both architects and non-architects to understand and experience a project’s size, scale, scope, and learning environment.

 

As schools are working to develop new curricula to prepare students for a future dominated by technology, architects must also prepare education clients for a new future—one where they can explore their building designs in a fully immersive way.

Using a variety of software and hardware, from off-the-shelf to fully-developed custom applications, we––as architecture firms––have the ability to import renderings and models into a virtual reality (VR) environment very quickly. And when we are committed to visualization and design exploration, this bodes well for clients and positions them at the forefront of the VR revolution.


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Virtual Reality Apps for Education

Virtual Reality Apps for Education | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Virtual Reality (VR) is one of the newer technologies moving into the classroom. Google Cardboard and Google Expeditions are the two mos
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Daqri Ships Augmented Reality Smart Glasses For Professionals

Daqri Ships Augmented Reality Smart Glasses For Professionals | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
Daqri has begun shipping its augmented reality smart glasses for the workplace.
Los Angeles-based Daqri is betting that AR — a technology that overlays digital animations on top of the real world — will take off first in the enterprise, where customers are willing to pay a higher price in order to solve complex problems. The idea is to help people solve real-world problems, like fixing a jet engine or piecing together an assembly. Daqri argues that the gains in productivity and efficiency make up for the initial cost.
At $4,995, the system is not cheap, but it is optimized to present complex workloads and process a lot of data right on the glasses themselves. It is available for direct purchase from Daqri’s web site and through channel partners. Daqri is targeting customers across manufacturing, field services, maintenance and repair, inspections, construction, and others.

Above: Daqri overlays data on the real world.
Image Credit: Daqri

Daqri has built a number of technologies from the ground up. The Daqri is powered by a Visual Operating System (VOS) and weighs 0.7 pounds. The glasses have a 44-degree field of view and use an Intel Core m7 processor running at 3.1 gigahertz. They run at 90 frames per second and have a resolution of 1360 x 768. They also connect via Bluetooth or Wi-Fi and have sensors such as a wide-angle tracking camera, a depth-sensing camera, and an HD color camera for taking photos and videos.
“Daqri has developed a comprehensive strategy to bring professional-grade AR to scale, including hardware, software, developer-friendly tools, and a robust partner ecosystem,” said Roy Ashok, CEO of Daqri, in a statement.
Ashok recently replaced company founder Brian Mullins as CEO.
Daqri partnered with contract manufacturer Flex to build the device and is collaborating with Dell on supply chain applications. Daqri has also partnered with enterprise software offerings from Oracle, IBM, Autodesk, Siemens, Emerson, and others. Daqri competes with rivals such as Osterhout Design Group.
Besides the smart glasses, Daqri is also making smart heads-up display (HUD) technology, which is used in more than 150,000 vehicles.
This post by Dean Takahashi originally appeared on VentureBeat. 
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EducApps para trabajar en el aula con realidad aumentada - Recursos educ.ar

EducApps para trabajar en el aula con realidad aumentada - Recursos educ.ar | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
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​The 10 Best AR Apps for Classrooms Using Apple’s New ARKit - EdSurge News

​The 10 Best AR Apps for Classrooms Using Apple’s New ARKit - EdSurge News | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
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Future of Augmented Reality Scoopit | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
One future topic in our iPads in high school project is a use of Augmented Reality apps with iPad. Scoopit is a great way to star
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No cabe duda de que la Realidad Virtual y la Realidad Aumentada son dos de las tendencias tecnológicas más prometedoras para los próximos años. Sin embargo, a día de hoy todavía no somos capaces de predecir qué camino tomará cada una de ellas.
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What Educators need to know about Virtual Reality now

What Educators need to know about Virtual Reality now | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
1, Educate yourself.  Read and have a conversation about VR.  There are plenty of resources available, do your own research and due diligence into the value of VR in education. 2, Experiment.  Yes we've all heard of it, Google Expeditions.  I do see value with expeditions especially since it's free and available on both Android…
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‘Realidad aumentada o sentir para vivir’, trabajar las TIC a través de las emociones

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A New Interesting Google Virtual Reality Resource to Use with Students in Class | REALIDAD AUMENTADA Y ENSEÑANZA 3.0 - AUGMENTED REALITY AND TEACHING 3.0 | Scoop.it
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A University at Buffalo virtual reality training program lets educators deepen their pre-service experiences.
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One main goal in new four high school   Virtual reality headsets and learning project 2015 - 2017  is to produce 360 videos by student
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