I like to imagine what a learning experience would look like wherein students have access to VR that is both tied to curriculum and automatically tailored to their competency via machine learning. Here's a look at one company providing a step in that direction.
In this podcast, Paul Kim, CTO and Assistant Dean at the Stanford University Graduate School of Education, chats with Tom about the importance of asking good questions and the future of learning in a world of AI and smart machines.
It’s that time of year again when we take a moment to reflect on the year coming to a close and apply what we’ve learned to shape a set of predictions. Check out this week’s Top 8 stories around learning innovations helping shape the future of learning.
By: Cori Coburn-Shiflett. Pokémon Go, the latest AR game sensation, really could be a great opportunity for educators to connect with their students via game-based learning in the classroom.
Augmented reality will likely have more uses in higher education for extending learning outside of the classroom than within it. You can add additional interactive elements to the texts the students are assigned, adding hyperlinks, audio, or images to their print textbooks.
The technology behind Augmented Reality is taking a real-world view and enhancing it with computer-generated imagery. Whether this is done by using a computer monitor and camera or fitted goggles to imprint imagery in the lenses, augmenting in this manner has great possibilities for a variety of tasks.
The rise of mobile phones usage has prompted discussions about augmented reality and its impact on retail marketing, privacy and reality. We found a blog where the discussion is focused squarely on education and how these types of developments will effect students. Her final point is crucial. Why are these games so boring, if they are really so helpful?