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The developer, Discovery Education Inc., indicated that the app's privacy practices may include handling of data as described below. For more information, see the developer's privacy policy.

Data Not Linked to You

The following data may be collected but it is not linked to your identity:

Privacy practices may vary based on, for example, the features you use or your age. Learn More

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‎--- Multi award-winning augmented reality maker app --- - BETT Awards 2023 Best AR/VR ! - spaces4learning New Product Award 2022 ! -- What is Sandbox? -- Experience, build, and explore in AR with Discovery Education Sandbox. Designed as a companion to the award-winning Discovery Education Experien...

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Get prepared for extreme weather and see how Mt Resilience survives and adapts to intense bushfires and severe storms in AR. Hear first hand stories from ABC TV series Big Weather (and how to survive it), and how the community thrives on innovation, Indigenous knowledge and community spirit. Narrate…

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Arts & Culture Expeditions - Google Arts & Culture

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Go on a virtual field trip with Google Arts & Culture

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WWF Forests -an augmented reality (AR) app in Apple's App Store-brings the experience of exploring the forest into your home, using new technology to create realism never before possible.

Using these cutting-edge technology features provided by Apple, augmented reality tools help WWF protect forests by connecting us to the natural world in vivid, evocative detail and showing us that our actions have real impacts on forests, no matter how far away they may seem.

The app, available globally, was developed on WWF's behalf in partnership with Assemblr, an Indonesian startup company specializing in augmented reality.

"AR is allowing WWF to do what we could not previously do, which is to bring nature directly into people's homes," said Diane Quigley, Senior Director of Web and Mobile Apps at World Wildlife Fund. "We are so excited to connect people in a meaningful way to forests, and to educate them on the important role they play in our everyday lives."

Hasbi Asyadiq, founder and CEO of Assemblr, said his team has been honored to be building this app for WWF. "We're excited to be able to visualize information about forest sustainability through AR like never before," he said. "Implementing Apple's latest technology generates the most immersive AR experiences that have ever been built."

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Introducing WWF Forests, now live in Apple's App Store

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WWF Forests -an augmented reality (AR) app in Apple's App Store-brings the experience of exploring the forest into your home, using new technology to create realism never before possible.

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Strap yourself in and prepare to launch into Popar's Solar System! You are about to embark on an interactive exploration as planets, probes, rockets, and more spring to life to give you an experience you will never forget! This Augmented Reality infused app will allow you to learn, interact, and have fun all at the same time. This immersive app includes intricate animations, amazing videos, informative read-alongs, games, and so much more! You will have the opportunity to have a personalized learning experience packed full with engagement and excitement. Answer questions and explore the planets to unlock additional features, such as the astronaut picture mode, or the fully animated Solar System! Unlock Virtual Reality mode and become the center of the Solar System as you watch planets, probes, and satellites orbit around you in 360°! It's hours of fun for the whole family!

Features:
-Explore and interact with the Solar System and probes/satellites in Augmented Reality (AR)
-Learn and play with highly detailed, accurate models of the ISS, Cassini, Voyager, and more
-Fun and informative read-along fun facts about all the planets and probes/satellites
-Unlock Virtual Reality (VR) Mode, and take the Solar System fun with you wherever you go
-Fun-filled Solar System trivia questions that unlock more interactivity and content
-Take pictures ore record video to share with your friends and family
-Resize, rotate, and zoom into every planet and probe/satellite with easy, one-touch screen gesture interactions
-Transform your own head to look like an astronaut

Excellent app!

My 4 year old son is crazy about this app! He loves it. It works great with my iPad, never had a problem. Got the wall chart that goes with it too. It's very interactive and we love to see the look in his eyes as he learns. Now he can show me where some of the planets are in the sky. No kidding. I recommend this highly if you have a child interested in the solar system.

App not working

App crash every time and stop at loading ,I bought for my son but I'm very disappointed is not working properly.

Pretty awesome!

We bought the interactive wall chart as a Christmas gift for an 8 year old who is obsessed with the solar system. This app is awesome. He can point the iPad at the chart hanging on his wall and learn more about the stars. It works great and hasn't crashed at all.

The developer, Popar Toys, has not provided details about its privacy practices and handling of data to Apple. For more information, see the developer's privacy policy.

No Details Provided

The developer will be required to provide privacy details when they submit their next app update.

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‎Strap yourself in and prepare to launch into Popar's Solar System! You are about to embark on an interactive exploration as planets, probes, rockets, and more spring to life to give you an experience you will never forget! This Augmented Reality infused app will allow you to learn, interact, and hav...

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Explore our Solar System like never before in Augmented Reality. Place the entire Solar System or a specific planet in your living room or your garden. With solAR you can enjoy breathtaking views while walking among the planets and its moons.

With intuitive gestures the size of the models can be adjusted to fit them in the currently available space. Placing the Solar System on a football field with a radius of 50 meters is just one of the endless possibilities solAR offers to explore our Solar System. solAR creates an immersive and magnificent experience with beautifully crafted models of the Sun, all planets and the largest moons of the Solar System.

solAR offers a beautiful 3D-experience as well in case you should once not be able to experience the Solar System in Augmented Reality.

solAR is optimised for your iOS, iPadOS and macOS devices. Once downloaded, solAR becomes available on all these devices.

Version 1.0.10

Small improvements and in addition to that localisations for following newly supported languages: French, Spanish, Portuguese (Brazil), Portuguese (Portugal), Italian, Polish, Dutch, Japanese & Chinese (Simplified).

Beautiful App, excellent UI

This is great use of augmented reality, and a very well executed application. The detailed 3-D render of the earth-moon system is quite spectacular to look at. And the overall solar system is entrancing as well (though the Earth render is unfortunately much less detailed in that model).

More importantly, the developer took the time to really make the user interface work right. Great multitouch gesture controls, intuitive control of the models and systems. It's both kid-and-adult friendly.

Thank you very much for your wonderful feedback, we are happy you are enjoying solAR! :-)

Amazing learning tool for children and adults!

This is truly such a great usage of AR technology. Using an iPad or an iPhone, you can explore the planets while actually walking around. My 4 year old is obsessed, and her former favorite planet of Jupiter is now replaced by Neptune.

While scale is not accurate, the app does a great job to allow us to watch the moons and planets in their (decently accurate) orbital patterns.

Worth the download!

Thank you very much for your wonderful feedback, we are happy you and your daughter are enjoying solAR! :-)

Amazing

This app is very good. The planets are anchored in real-time, and you don't need to move your device back and forth like other apps in iOS 11. In all, this is a very good app.

Thank you very much for your feedback, we are happy you are enjoying solAR! :-)

The developer, Michael Stoeckli, indicated that the app's privacy practices may include handling of data as described below. For more information, see the developer's privacy policy.

Data Not Collected

The developer does not collect any data from this app.

Privacy practices may vary, for example, based on the features you use or your age. Learn More

Information

Compatibility

iPhone

Requires iOS 13.0 or later.

iPad

Requires iPadOS 13.0 or later.

iPod touch

Requires iOS 13.0 or later.

Mac

Requires macOS 10.15 or later.

Languages

English, Dutch, French, German, Italian, Japanese, Polish, Portuguese, Russian, Simplified Chinese, Spanish

In-App Purchases

Activate all Celestial Bodies $4.99

Family Sharing

With Family Sharing set up, up to six family members can use this app.

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‎Explore our Solar System like never before in Augmented Reality. Place the entire Solar System or a specific planet in your living room or your garden. With solAR you can enjoy breathtaking views while walking among the planets and its moons. With intuitive gestures the size of the models can be ad...

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Introduction:
AR animal is one set of AR preschool educational cards, with particular software. It consists of five series of cognitive cards: land animal cards, sea creature cards, bird cards, insects cards and dinosaur cards. With the camera to capture the animal cognitive pattern on the cards, 3Danimals will appear from the cards, like they are living in your phones or tablets.

Children can have a good interaction with these animals. When children click animals, animals can do talking, running, flying, feeding, etc. More interestingly, children are able to take photos with these animals and share to friends.

The product is dedicated to helping children learn through a hands-on, interactive experience. At the same time, it's very helpful to develop intelligence, cultivate imagination and promote the parent-child relationship.

Features
1. Includes five series of animals, total 100 animals.
2. AR technology applied.
3. 3D animals look like living.
4. Children can interactive with animals.
5. Take photos with animals and share.

Doesn't work

Waste of money doesn't do anything at all .my kids received box of cards as gift and worthless

Fail

It is coming up in Spanish with no way to change the language. Does not scan the cards either.

The developer, Pangea Internation Co., Ltd, has not provided details about its privacy practices and handling of data to Apple.

No Details Provided

The developer will be required to provide privacy details when they submit their next app update.

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‎Introduction: AR animal is one set of AR preschool educational cards, with particular software. It consists of five series of cognitive cards: land animal cards, sea creature cards, bird cards, insects cards and dinosaur cards. With the camera to capture the animal cognitive pattern on the cards, 3...

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AR Moon is an AR app about the space, it uses your iPhone lens to show doors to the Moon, you will be brought to the surface of mysterious Moon. Damaged lunar rover, missing energy sources. Can you help the astronaut accomplish his missions and escape from dangers? Action now!

1.Optimize part of the UI
2. Increase the animation of the Astronaut
3. Increase more content in astral box
4.Optimize the models

Great before the ads

I love sharing this app to educators, but now that it has ads, I can't share it with confidence. Wish there was a way to pay a small fee to eliminate ads.

The developer, Shenzhen Augmreal Technology Co., Ltd., has not provided details about its privacy practices and handling of data to Apple. For more information, see the developer's privacy policy.

No Details Provided

The developer will be required to provide privacy details when they submit their next app update.

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‎AR Moon is an AR app about the space, it uses your iPhone lens to show doors to the Moon, you will be brought to the surface of mysterious Moon. Damaged lunar rover, missing energy sources. Can you help the astronaut accomplish his missions and escape from dangers? Action now!

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A Curated Directory of Educational and Documentary Virtual Reality (VR) Experiences that bring the World to your Home. TIME & HISTORY

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Exploring Earth & Space Science with Augmented Reality

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CSER - The Computer Science Education Research Group

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Exploring Earth & Space Science with Augmented Reality

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Check out the best vr tools and start experimenting!

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Mixed Reality Starters for a Climate Inquiry

Mixed Reality Starters for a Climate Inquiry

Digital Technologies enables us to layer Inquiry Tasks with information to enhance learning opportunities.
Augment Reality
You are a journalist on a fact-finding visit to Mt Resilience. Produce a podcast on how the locals of Mt Resilience demonstrate their policies for Management and Mitigation of Big Weather Events.

Discover Free-Flowing Rivers in Augmented Reality

The WWF Free Rivers augmented reality app puts an entire landscape in your hands. Immerse yourself in its incredible virtual world, where you'll meet the people and wildlife that live here.

Inquiry Task

Virtual Reality

Mixed Reality Starters for a Climate Inquiry
From Stanford's Virtual Human Interaction Lab (VHIL) Roughly 30 percent of the carbon dioxide produced by humans dissolves into oceans, rivers and lakes, transforming conditions for ocean life for the worse.
Take A 'Save the Planet' 360

A virtual Sea Level Exploration with Virtual Planet and the Nature Conservancy. Available as app or desktop version.

Visit Virtual Planet Technologies for more...

You can - Create your own -

Suggestions for The Best Virtual Tour Software?

or Keep it Simple and Streamlined - Storysphere and Tutorial

· PDF file
... systems including the effect of climate change on sea levels and biodiversity, considering the long-term effects of loss of biodiversity. The creation of VR contents to demonstrate an issue of climate change provides an opportunity for students to experience through their own eyes (virtually) what does climate change look like?

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Mixed Reality Starters for a Climate Inquiry

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Digital Technologies enables us to layer Inquiry Tasks with information to enhance learning opportunities. Augment Reality You are a journalist on a fact-finding visit to Mt Resilience. Produce a podcast on how the locals of Mt Resilience demonstrate their policies for Management and Mitigation of Big Weather Events.

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‘Sketchar – Learn to Draw Your Future™’ by Andrey D | Readymag

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Sketchar™ is an AI-based mobile app allowing anyone to draw with 11M+ creators on board. Theory and practice are effectively combined into a fun experience.

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https://sites.google.com/view/digital-mythology/investigating-the-ancient-past?authuser=0

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SpinAround produced this tour back in 2009 in order to promote the monument of Democracy. A walk around the Acropolis focusing on the Parthenon.

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12 Augmented Reality Apps For The Classroom

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Here are augmented reality apps for use with students in the classroom, such as Aurasama, Fetch! Lunch Rush, Word Lens, Layar, etc.

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Theseus is an immersive VR experience, that offers a new take on the myth of the Minotaur and the Labyrinth. Discover the truth behind your quest for survival, as you face the Minotaur and fight his minions.

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https://store.steampowered.com/app/652830/Lost_Legends_The_Pharaohs_Tomb/

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Lost Legends: The Pharaoh's Tomb - Gameplay Trailer [VR, HTC Vive]

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Surrounded by Egyptian art, this audio experience guides you through the virtual tour.

Tutankhamun was an Egyptian pharaoh of the 18th dynasty, during the period of Egyptian history known as the New Kingdom.

He is popularly referred to as King Tut. His original name, Tutankhaten, means Living Image of Aten, while Tutankhamun means Living Image of Amun.

This app requires a Virtual Reality headset.

King Tut VR app is brought to you from the creators of EON Experience VR. Download more of our virtual reality and augmented reality apps at the app store.

www.eonreality.com | www.eonreality.com/eevr

This app has been updated by Apple to display the Apple Watch app icon.

The developer, EON Reality, has not provided details about its privacy practices and handling of data to Apple.

No Details Provided

The developer will be required to provide privacy details when they submit their next app update.

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‎Surrounded by Egyptian art, this audio experience guides you through the virtual tour. Tutankhamun was an Egyptian pharaoh of the 18th dynasty, during the period of Egyptian history known as the New Kingdom. He is popularly referred to as King Tut. His original name, Tutankhaten, means Living Im...

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Explore the world of 360Cities 360° panorama / VR images and videos by zooming in and clicking thumbnail images displayed on our world map by location. Find 360° content from all over the planet by using the map search window.

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Worldwide Telescope is a tool for showcasing astronomical data and knowledge.

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Google Earth uses images obtained from satellite imagery and aerial photography to map the Earth and compliment its Google Maps tool. Users with computers that run Windows XP (and above), Mac OS X 10.5 (and above), and Linux 4.0 (and above) can download the latest version of Google Earth to their desktops for free.

Google Earth's main benefit is its ability to put the world's geographic information in the reach of students and educators, allowing them to manipulate and create their own geography-based visuals to augment historical learning. In the Showcase section, history teachers can browse through products focusing on "U.S. Presidents" or "Historical Imagery" to familiarize themselves with Google Earth.

The Google Earth for Educators site also contains classroom activities that apply geographic concepts in order to better teach history, culture, literature, and other disciplinary areas-perfect for integrating history across many other curriculum areas. This section also provides tips and tricks for using Google Earth as a teaching tool and student work showcase, as well as ideas for how to integrate Google Earth into grant projects. Of particular note is the classroom resources section, which provides a basic overview of how Google Earth can be used by history students and teachers, as well as links to lesson plans. Additionally, teachers can use the forum to discuss with fellow teachers how to use Google Earth in innovative ways.

Getting Started

The first step is to install Google Earth on computers that will be used by students. Teachers should consult with the Instructional Technology specialist at school, or at the school district office, before trying to install Google Earth on school computers.

Examining New Orleans between 2005 to the present helps students understand the destruction of Hurricane Katrina and the recovery efforts that have helped the city prosper once again.

Once installed, it can be easy to become overwhelmed with all the tools available. The historical imagery tool is a good place to begin. Google provides simple and effective web tutorials for each tool, and the tutorial video for historical imagery will help users become familiar with what can they can learn by viewing cities and how they change over time. For example, satellite images of Washington DC, dating back to 1948, reveal the growth of the Smithsonian museums and the national monuments on the Mall. As mentioned in the tutorial video, images of Las Vegas from the last 60 years reveal the city's growth and can open up conversations about urban planning, 20th-century migration to the "Sun Belt," or even Las Vegas's history of gambling and organized crime in the post-Prohibition era. Examining New Orleans between 2005 and the present helps students understand the destruction of Hurricane Katrina and the recovery efforts that have helped the city prosper once again. Another useful feature to explore is the "layers" function. After selecting a location, expand the "layers" menu on the left panel to reveal 10 categories (borders & labels, places, photos, roads, 3D buildings, ocean, weather, gallery, global awareness, and more)-eight of which contain several subcategories. The "gallery" category, in particular, provides educators with a seemingly endless list of possibilities by taking advantage of the resources provided by National Geographic, NASA, New York Times, the Discovery network and many other partners. Displaying layers of streets, landmarks, and photos, for example, would help elementary social studies teachers enrich lessons about the community in the early grades. High school teachers can use these layers to examine military battlefields such as Gettysburg, or urban areas of historical interest such as New York post-9/11. Google Earth also allows users to create new placemarks, polygram shapes, and pathways, and to import images as an overlay. In addition to using the historical imagery tool, users can also select the day/night function to visualize locales at different times of day. Other functions found on the top row include viewing selections in Google Maps, emailing Google Earth images to other people, and printing visualizations. Teachers can use these tools to email students specific geographic visuals ahead of a particular lesson or to print Google Earth images for a handout or worksheet. Finally, the recorded tour feature is helpful for student presentations and projects. Students can prepare their tour by creating historical placemarks and pathways, as well as inserting historical images as overlays. Once all the pieces are in place, they can select the "record a tour" function from the top row of menus. Students can also select layers they would like to be visible, such as the name of roads or photos, and then zoom in to their desired view. At the bottom of the screen a record button will appear to begin recording. If students would like to provide a voice recording for an audio tour, a second button is also available (note: teachers should test any built-in or plug-in microphones beforehand). The "tour" tutorial is a must-see video before working with students on developing their own tour.

Examples

Although it has bot been updated for a few years, Google Earth Lessons has quite a list of ideas on how to use Google Earth and Google Maps in the classroom. One good use for the elementary classroom is to use Google Earth to map out a "Flat Stanley" project. This can be easily modified to a treasure hunt, "where's Waldo?", or other scavenger activities. Both Google Earth and Google Maps allow students to create place marks and pathways that can follow Stanley or Waldo in their travels.

Lesson plans can also make use of geo-mapping tools like Google Earth. In "Slavery, Exploitation, and Slave Trade Routes," a 5th-grade lesson plan guides students in analyzing the slave trade. It includes a structure for developing the final product in Google Maps. From this lesson, students can create an interactive map with placemarks for key areas in the Atlantic slave trade, as well as routes for slave ships and transportation of goods between Africa, Europe, and the Americas. By inserting images that illustrate slave ship conditions and sugar mills in the Caribbean, for example, students can make good use of the tools in Google Earth.

Teachers may want to explore both Google Earth and Google Maps in order to see what each tool offers. Because Google Earth is a bit more complex for younger students and requires installation on computers, teachers may choose to use Google Maps as an alternative tool if they are planning on using basic map functions in their lesson activities.

A gallery of Google Earth products is also available for teachers and students to view and use for brainstorming project ideas.

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Google Earth uses images obtained from satellite imagery and aerial photography to map the Earth and compliment its Google Maps tool. Users with computers that run Windows XP (and above), Mac OS X 10.5 (and above), and Linux 4.0 (and above) can download the latest version of Google Earth to their desktops for free.

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The Harriet Tubman Institute | The Augmented Reality Lab | York University

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Breaking the Chains and Augmented Reality Freedom Stories from the Augmented Reality Lab and the Harriet Tubman Institute at York University.

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ThingLink: Create unique experiences with interactive images, videos & 360° media

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Easily create interactive and immersive visual experiences for online communication and learning. Start a free trial!

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Create and share immersive interactive videos and engage your audience like never before. Start for free and see why the world's best storytellers use Verse.

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Virtual Field Trip to Ellis Island | Scholastic.com

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Teach about immigration with this webcast from Ellis Island, brought to you by Scholastic and the National Park Service. Tour the historic immigration station, meet Park Rangers, and discover the history of immigration in America.

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Through this in-depth, interactive storytelling experience, learn how wildlife, people and entire landscapes depend on healthy, flowing rivers. Dam the river to see what happens, and then try a sustainable energy mix that keeps the river connected but still satisfies growing energy demands.

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Explore WWF Free Rivers, a new augmented reality app | Pages | WWF

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Build Your Own Tours

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Build your own virtual tour

Capture and upload your own 360° photos into CoSpaces Edu to build an immersive tour.

Simply organize your images as scenes, add text and details, and let others go on your virtual tour!

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CoSpaces Edu tours: Build immersive 360° tours

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Easily build your own immersive virtual tour using 360° pictures with your students using CoSpaces Edu.

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Play with Arts & Culture - Google Arts & Culture

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Google Arts & Culture features content from over 2000 leading museums and archives who have partnered with the Google Cultural Institute to bring the world's treasures online.

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360° content creation platforms are gaining popularity in schools as a way for students to create their own virtual environments and narratives (linear and branching) to demonstrate mastery of learning objectives.
Professionally, I think that students should be creating and sharing this content and not teachers (we should be worrying less about whether students can make a 'perfect' product and more concerned about the many technical, thinking and social skills they are learning as the create and share virtual environments, especially if they do this collaboratively.

360° content creation is certainly developmentally appropriate for primary school children and can be great fun for primary and secondary school students. Students can import scenes and annotate them or, better still, create their own 360° photo or video scenes to use as the basis for learning task. Here are some of things I look for as an educator in a 360° platform:

1. Intuitive no-code mainly 'drag and drop' or easy content creation tools with good tutorial and online/real-time support.

2. The ability to put in your own 360° video or photo foundation environments which can house media-rich content that students can create (video, photo, text, animation/gif) and that can link though hot spots or portals to create linear or branching way (joining environments with different media).

3. Options for sharing and publishing 360 creations from private class to public viewing.

4. Clear intellectual property and privacy policies including consideration of biometric* data harvesting - demonstrated knowledge of privacy legislation is required.

5. Accessible analytics which make sense for learning at content creation and viewing/interaction phases.

6. Preferably linked or supported by a teacher professional learning community who can share creations, pedagogical experiences and curriculum material.

7. Easy to manage school and student account arrangements.

8. Simple to understand advice on and ways to manage network compatibility and bandwidth implications for your school (and if it is a streaming platform, if your school network can accommodate this).

*Biometrics can be defined as the automated recognition and collection of measurable data on biological and behavioural characteristics of individuals. Behavioural data includes vocal patterns, eye tracking/gaze attention, gait tracking or typing recognition. For more information on biometrics and other legal and ethical issues related to VR and AR technologies see this r eport for educators.

- This post bought to you by A/Prof Erica Southgate.

Feature image: Screenshot from https://www.360cities.net/search/@tags-aerial

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An educator's advice on what to look for in a 360° platform

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360° content creation platforms are gaining popularity in schools as a way for students to create their own virtual environments and narratives (linear and branching) to demonstrate mastery of learning objectives. Professionally, I think that students should be creating and sharing this content and not teachers (we should be worrying less about whether students can make...

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What is the Greenhouse Effect? Simulate the Greenhouse Effect. Meet the Greenhouse Gases.

Move to the Universe Sandbox 2

Play through the tutorials of the Universe Sandbox.

When familiar, you can experiment with your own universe and try out the features of the simulator as you make your own galaxy! Explode planets! Change the values of celestial bodies!

The game automatically makes you play the tutorials when you launch it the first time. However, if you wish to replay them, simply press ESC for the menu to appear.

Modeling in the Sandbox

After completing tutorials, change the level of CO₂ emissions and see how it affects Earth. Model different scenarios for the future of Earth's climate by focusing on greenhouse gas emissions. Learn more about our climate model and RCP scenarios.

The ultimate objective of the Climate Change Convention is to stabilise greenhouse gas concentrations.
What happens if the balance is not achieved in the simulation? What happens when you work with temperature variables?
What temperature is considered ideal?

If you want your planet to remain habitable for Earth-like organisms, the best temperature is between? Can you find REAL Time Data to support your answer?

The direct radiative effect of the additional greenhouse gases humans have been adding to the atmosphere since the start of the industrial age is only part of the change in energy balance that warms the planet.
Experiment with other feedbacks in the climate system, including albedo feedback, water vapor feedback, and various interactions within clouds (among others) to amplify or dampen the magnitude of the changes in temperature.

Experiment with changes to sea ice cover. Compare with NASA data to see if your model is realistic.

Change the level of CO₂ emissions and see how it affects Earth

Model different scenarios for the future of Earth's climate

Learn more about

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The Green Lab Digital Tool Kit Series - The Universe Sandbox

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Warm Up - in the Greenhouse What is the Greenhouse Effect? Simulate the Greenhouse Effect. Meet the Greenhouse Gases. Move to the Universe Sandbox 2 Play through the tutorials of the Universe Sandbox. https://youtu.be/nPlp-L04QRY When familiar, you can experiment with your own universe and try out the features of the simulator as you make your own...

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Planet B

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A data visualization by TULP interactive and Visualized of the habitable exoplanets, referred to as Goldilocks planets.

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Exoplanet Exploration: Planets Beyond our Solar System

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This set of 360 surfaces and travel posters envision a day when the creativity of scientists and engineers will allow us to do things we can only dream of now.

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How can you take students around the world without moving very far? If you haven't yet, it's worth trying virtual field trips and excursions. Now more than ever, these resources allow students to experience spaces they might not otherwise get to see, and there are many ways to introduce them to students as they explore a topic.

Virtual field trips can help students explore a new space, build vocabulary and background knowledge, and expand their world view. Whether you want to explore the setting of a novel, introduce a place-based math problem, or make connections to current events, virtual field trips can expand upon traditional lessons in many ways. One of the reasons I love them so much is that they allow students to view a space that piques their curiosity and provides context for their learning.

The term virtual field trip can be used to describe not just 360 degree photos and videos but also the live interactions and video conferences you might set up with a subject matter expert like an author or museum docent. Flipgrid (one of my favorite tools) hosts a handful of these types of virtual field trips.

6 Ways to Set Up Virtual Field Trips

The list of free virtual field trip resources here is adapted from my ISTE Live presentation in December 2020. Students can access these resources without logging into a new website-teachers can post the link to a 360 degree panoramic image or interactive experience in a platform students already use, making it easy for them to access in both traditional classroom settings and at home.

1. AirPano: This site includes 360 degree videos and images from around the world. You aren't required to create an account-you can just jump in and start searching. When you're ready to share with students, there is a link you can copy and paste or an embed option if you're adding a widget to a site of resources. If you're looking for international locations, AirPano is a great choice for exploring outdoor spaces, including Machu Picchu in the daytime, or the northern lights at night.

2. Google Maps Treks: In combination with Google Maps and Earth, Treks organizes content in an easy-to-navigate way. There are Treks for places around the globe, including the U.S. and Canada, Egypt, Nepal, and India. Each one has information and videos for students to explore.

3. National Geographic: National Geographic's YouTube channel transports students all over the world to learn about different cultures, foods, animals, and more. Have students press play on the video, and as the video begins, they can use their cursor or trackpad to spin the video in different directions. They can tap on one part of the screen to move the video back and forth as they learn about a new place.

4. Nearpod: Known as an interactive presentation tool, Nearpod has virtual reality content built into its platform in the form of 360 degree panoramic views, which can be used as a great pre-reading strategy to introduce a new book or spark discussion about a social studies or science topic. To use these interactive experiences with your students, insert them into any Nearpod lesson in the same way you would add a slide or poll. (Please note: Nearpod also offers a paid plan with additional amenities.)

5. 360Cities: This collection of stock 360 degree images has lots of user-uploaded resources. There is a special school version that allows you to introduce students to more dynamic learning experiences; it has features such as a guided tour creator.

6. Google Arts and Culture: This tool has a variety of high-quality content, including interactive views that let students walk through notable spaces such as museums and explore examples of beautiful architecture like the Alhambra in Spain. You can let students know that this resource is mobile-responsive in addition to working on a web browser-they can access the content on a smartphone or tablet, or their Chromebook or laptop.

Engaging Students With Guided Questions

Set a purpose for students as they explore these resources by using prompts to guide their excursions. Potential prompts include:

What do you think the weather is like in this place?

How do you think someone captured this moment?

What might be missing from this shot?

I've put together more prompts here.

If building student vocabulary is a primary goal of introducing virtual field trips to your students, you can point out different objects in the panoramic views or ask students to find certain features. For example, imagine students are learning about geological features and you take them on a virtual field trip to Hawaiʻi Volcanoes National Park. Together you can discuss vocabulary like crater, steam vent, and igneous rocks.

When sharing with students, include a prompt or question and post the link and task into a space they already have access to, such as Google Classroom, Seesaw, or Schoology. If you're sharing a list of resources for students, colleagues, or families that includes some of these virtual excursions, you might curate a list of favorites using a tool like Google Sites, Spark Page, or Microsoft Sway.

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6 Free Resources for Virtual Field Trips

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How can you take students around the world without moving very far? If you haven't yet, it's worth trying virtual field trips and excursions. Now more than ever, these resources allow students to experience spaces they might not otherwise get to see, and there are many ways to introduce them to students as they explore a topic.

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Arts & Culture Expeditions - Google Arts & Culture

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Arts & Culture Expeditions - Google Arts & Culture

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Go on a virtual field trip with Google Arts & Culture

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Virtual Field Trip Apps and Websites | Common Sense Education

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Discover the world from the comfort of the classroom. Explore this Virtual Field Trip Apps and Websites Top Picks list of 32 tools curated by Common Sense Education editors to find relevant and engaging edtech solutions for your classroom.

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Stock 360° Panoramic Images and Videos for VR and More | 360Cities

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Stock 360° Panoramic Images and Videos for VR and More | 360Cities

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360Cities is the leading source of 360° panorama / VR media for education, publishing, advertising, film, and mobile apps & games. Become a 360Cities contributor and start creating, publishing, sharing, and earning money from your 360° panoramas and videos.

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Virtual Reality Tour Maker, for Expeditions, Teaching, Learning and Fun

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Get prepared for extreme weather and see how Mt Resilience survives and adapts to intense bushfires and severe storms in AR. Hear first hand stories from ABC TV series Big Weather (and how to survive it), and how the community thrives on innovation, Indigenous knowledge and community spirit. Narrate…

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The Periodic Table of iOS Apps for AR and VR

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View the interactive image by ICTEvangelist

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Momento360 | Make the most of your 360 photos, images and videos

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Upload, view, and share your 360 imagery in one place, all from your browser. Create virtual tours. Works with any 360-degree camera.

Share 360s easily with who you want, how you want. No app or signup required, so nobody gets left out. You can embed them on your website too!

Step into your 360 photos and videos with Virtual Reality. Momento360 supports Google Cardboard and Gear VR, with more on the way.

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Momento360 | Make the most of your 360 photos and media

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Momento360 is the fastest, easiest way to work with 360 photos and images. Upload, view, embed; share privately or publicly, on the web and in VR, no download required.

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RobotLAB VR Expeditions 2.0™ is inspired by the great work Google did, and following feedback from thousands of educators, RobotLAB created a VR tool tailored to educators' needs.

Some of the areas of improvement are:

Content - A unique partnership with Encyclopædia Britannica® to bring high-quality, curated, and tailored content, along with student hand-outs and additional teacher resources that make educators' life easier.

Visuals - In Expeditions 2.0™, all the 360-degrees photos and videos are high definition, 4k resolution, and designed to bring the best of the world to your classroom, in HD quality.

Classroom Management - A new feature was developed from the ground up. Now teachers can create playlists and save expeditions for offline teaching, without any need for internet access. Create classes and track the progress per class is an essential tool for educators struggling to manage their time more efficiently.

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RobotLAB VR Expeditions 2.0™ is inspired by the great work Google did, and following feedback from thousands of educators, RobotLAB created a VR tool tailored to educators' needs. Some of the areas of improvement are: Content - A unique partnership with Encyclopædia Britannica® to bring high-quality, curated, and tailored content, along with student hand-outs and additional teacher resources that make educators' life easier.

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Lesson Plans

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Big Weather Events and Natural Disasters

Have the climate indicators started to change? Take a look at NASA data in the Climate Time Machine and you decide.

Track Climate Trends in Australia

Use Google Earth Engine time-lapse to see IF your local area has changed over time.

Track climate data over time with the Bureau of Meteorology. BoM uses the same data sets over a long period of time. Australian Climate Observations also provide information on temperatures, rainfall, and behaviour of the atmosphere that can be used to support climate investigations and help us to form opinions based on the science of climate.
Real-Time Climate Data for Inquiry
Interrogate the data. What information can you find?

Download or screenshot data sets that will support your climate investigations.

Publish your visualisations as a story eBook.

Photo Book Publishing Tools

What connections can you make with your data? Use the Cause and Effect essay map to create a researched introduction to your eBook.

Natural Disasters

How can we adapt to CHANGE? How can we prepare for Big Weather Events?

The Australian Museum, the ABC and Phoria have collaborated to provide an AR Big Weather experience.

Inquiry Task

You are a journalist on a fact-finding visit to Mt Resilience. Produce a podcast on how the locals of Mt Resilience demonstrate their policies for Management and Mitigation of Big Weather Events as a podcast.
Storytelling Tools
Design a Digital Technologies Project

Here are some 2020 ideas to get you thinking from Micro:bit Earth Day

Use your data as evidence to drive a Climate Action/ Reaction/ Inaction initiative. Design a Data Logging Kit and activities to suit your needs.

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Big Weather Events and Natural Disasters Weather and Climate What's the difference between weather and climate? Weather is what is happening outside NOW or tomorrow or on any given day. Climate is an average of weather conditions in a zone taken over a long time ... many years.

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Give your history students a reading and they will likely retain 10% of what they read. Lecture to students and they will likely retain 20% of what they hear. Show students a video, and that they will likely retain 30% of what they saw and heard ( Samit 2017). Read, watch, listen, repeat.

We can do better. Our students deserve better. Nearpod can help.

Using Nearpod's Historical Perspectives and Literacy supplemental curriculum, students can engage in immersive learning experiences. By using the power of ThingLink + Virtual Field Trips, teachers can tap into the social-emotional learning (SEL) centers of the brain by creating entry points through primary source analysis, expanding their perception via empathizing with diverse figures, and learning to communicate with peers. Getting students to "experience" learning increases emotional engagement by nearly 30% ( Samit 2017). Nearpod's new offering can instantly transform a passive classroom into an active, student-centered experience for learners.

Historical Perspectives from the NCSS C3 Framework

Nearpod's Historical Perspectives & Literacy follows the NCSS C3 framework and as a result, develops questions, applies historical thinking, evaluates sources and uses evidence, highlights communication and taking action.

Historical Explorations

I recently previewed one of the new World History lessons from the Historical Explorations series. I was blown away by how Nearpod is merging rich media, virtual reality, collaboration, and reading to bring historical events into the 21st century. Nearpod combines ThingLink+Virtual Field Trips and primary source analysis. By doing this, they create collaborative activities designed to drive inquiry and promote SEL among students is incredible. Imagine being able to "take" your students to the Parthenon during your Ancient Greece unit using an interactive 360o VR Field Trip. Students can access primary sources, videos, web links, and Google maps (and more!). They are all embedded in the VR experience.

Nearpod is rolling out a collection of US and World History Historical Explorations, and equally as engaging as the VR+Thinglink is the design of the lessons. This supplemental curriculum is available for school and district licenses. There are sample lessons in the store that you can access here.

Instantly transform a passive classroom into an active, student-centered experience for learners with Nearpod's VR to drive inquiry. - @rkharrell22 Click To Tweet

Engaged Learning by Design

The integration of technology in these lessons is game-changing. But what I loved was how the lessons designed assessed:

Prior knowledge pre-assessment (What students already know)

Interest surveys drive inquiry-based learning (What students want to learn)

Learning objectives + summative assessments (What students will learn)

On top of that, the lessons provide constant cues for learners to look for;

Connections to prior knowledge

Context to understand the time and place

Investigations that explore time and place using VR

Integration through compare/contrast in collaborative groups

Opportunities to demonstrate learning through real-time formative assessments and Nearpod activities (Nearpod "Quiz" feature is a great exit ticket activity)

But Wait, Thee's More!

I have only been describing Historical Explorations. Historical Explorations is one of four new types of lessons Nearpod will offer in the Historical Perspectives and Literacy curriculum. Other offerings include;

Ethnic Studies - uncover stories traditionally underrepresented in history classes

Historical Literacy - guided inquiry of primary source, and opportunities to practice literacy skills in social studies

Global Perspectives - to build global awareness by analyzing modern-day problems around the world.

This update will bring the world into the classroom while promoting critical thinking skills, collaboration, reading analysis, reading comprehension, information literacy, digital citizenship, empathy, and social and emotional learning. I. Cannot. Wait.
Download sample lessons

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Teach the turning points of history with VR to drive inquiry - Nearpod Blog

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Give your history students a reading and they will likely retain 10% of what they read. Lecture to students and they will likely retain 20% of what they hear. Show students a video, and that they will likely retain 30% of what they saw and heard ( Samit 2017).

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For the past year, I've been thinking a lot about virtual reality and its potential applications for historians. Can we use virtual reality to better understand the past? Can the experience of virtual reality alter historical thinking? Can we now build time machines, teleporters, and holodecks using virtual reality?

These questions may be overly optimistic or idealistic. I may look back on this article a year from now and shake my head and chuckle at my naive enthusiasm for this technology. But for now, VR has got me thinking about the future of history.

VR stands apart from other multimedia technologies primarily because of its ability to generate a sense of presence. Thomas B. Sheridan describes this as a "sense of being physically present with visual, auditory, or force displays generated by a computer." He proposed three measurable physical variables to determine what he called "telepresence" and "virtual presence": (1) extent of sensory information; (2) control of relation of sensors to environment; and (3) ability to modify physical environment. Does VR have the potential to generate a sense of the presence of the past?[i]

John Bonnett's concluding remarks in his 2003 article on the 3D Virtual Buildings Project in Journal of the Association for History and Computing suggest that I'm not alone in my enthusiasm. He wrote, "3D environments are instruments, and if properly exploited they stand to provide historians with substantial gains in their capacity to teach, represent and analyze the past." Remarkably, Bonnett's outlook on the future of 3D environments predicted some of the most recent developments in virtual reality and augmented reality technologies:

In this vision of computing, users in near future will wear computers with the computational power of today's desktops, and the size of today's personal digital assistants. These computers, in turn, will be connected to wireless networks to access and post information, and to head mounted displays the size of glasses to display information. I mention this newly emerging field because it is already making a contribution to the way we represent the past, and the way we tell stories. In principle, it should be possible in the next 10 to 20 years to produce something akin to the holodeck from Star Trek. We will not be able to interact with objects without the mediation of glasses or gloves. But we should be able to generate representations of ancient Rome or 19th century Paris, and project them onto football fields.fields.[ii]

Smartphones with stereoscopic viewers ( Google Cardboard, Daydream View, Gear VR) and tethered VR/AR headsets like the HTC Vive, Oculus Rift, and Microsoft HoloLens have brought us closer to that holodeck-like experience. Immersing yourself in a 3D representation of nineteenth-century Paris is not a fantasy. It can be done now.

In this article, I'd like to show some examples of how VR can be used today to, in Bonnett's words, "teach, represent and analyze the past."

Virtual reality, like many other technologies before it, holds the potential to enhance history education. VR headset manufacturers and application developers have already been pushing the idea of using this technology for teaching. Microsoft has focused its early attention on medical education.

Google is not far behind and already offers an introductory VR education product called, Google Expeditions. Using Google's relatively inexpensive Cardboard headsets, teachers can guide students on virtual field trips. Students can be teleported to historic sites around the world and view them through Cardboard headsets.

Using spherical photography, Google has captured VR images of historic sites all over the world. This includes UNESCO World Heritage Sites, such as the Angkor Archaeological Park in Cambodia. Through Google Maps and Street View, users can explore the temples of the ancient city of Angkor:
https://goo.gl/maps/CU55Ni3zsU52
Viewing these images in a VR headset can be arresting. The ability to "take" our students to these historic sites is a powerful example of the potential of VR for history education.

The public history applications of VR are ample and many institutions and organizations have already begun to experiment with the technology. There are now several short historical documentaries shot in spherical video on YouTube. With a VR headset, users are placed within the video. For instance, this short video takes viewers into the buildings and rooms of Bletchley Park to tell the history of code breaking during the Second World War and the work of Alan Turing and others:

Last summer, New York Times produced an impressive immersive VR video of the history of the Olympic Games with 3D reconstructions of stadiums from 1896 (Athens), 1932 (Los Angeles), 1968 (Mexico City), and 2008 (Beijing). Viewers stand in the middle of these stadiums as historical images from past Olympic Games surround them and oral histories with athletes play along with narration:

While these videos may just be another medium for representing history to broad public audiences, the capability of VR technology to generate a sense of presence and situate those audiences within past environments represents something different.

With VR technology, scholars may now be able to use that sense of presence to analyze history in new ways. Textual and visual documents along with oral accounts have been the primary sources historians use to access fragments of the past. They provide us with documentation and evidence about the past, but to what extent can they convey a sense of presence? Historians have used other methods to recreate the materiality of the past from food historians using historical recipes to the use of 3D printers to recreate objects from the past. Spherical photography and 3D virtual environments may provide historians with new ways of analyzing the past through presence.

Once again, we can draw from the enormous spherical photography archive of Google Street View to begin to see the future potential of VR for historical analysis. Google recently created a tool within Street View to allow users to "travel to the past" by accessing images from the past decade of the Street View project. In effect, Google has created a massive spherical re-photography project. For instance, users can view the transformation of the World Trade Center site in Manhattan from 2007 to 2016:

Historians can now travel ten years into the past and experience a sense of presence with this tool. This type of primary source and the ability to stand in the past isn't limited to twenty-first century photography. Historical panoramic photographs from the late nineteenth and early twentieth centuries can also be viewed in VR. Although these images are not spherical, they can still give the viewer a sense of presence by wrapping around the viewer's head within the VR headset. For example, the City of Vancouver Archives has a number of outstanding high-resolution panoramic photographs like this one from Shaughnessy Heights in 1911:

Using Full Dive, a mobile VR app, the panorama can be stretched and wrapped around the viewer to recreate the view of the photographer standing in the middle of the clearcut forest and future site of suburban development in Vancouver:

The experience of viewing a historical panorama in a VR headset can be powerful. It can generate a sense of presence. Or is this just an illusion? Is this just a twenty-first century stereoscope?

Finally, VR has expanded the possibility for interacting with 3D models, the type that Bonnett described in his 2003 article. Here the possibilities are astounding. Bonnett sketched out a vision for a massive crowd-sourced historical 3D modelling project, one that was not technologically feasible in 2003. Today, such a project does exist in SketchFab.

SketchFab is an online community for sharing 3D objects and environments. Users can share, view, and interact with 3D objects in a web browser. More impressively, these objects can be viewed in VR directly from the browser. While the collections in SketchFab include a wide range of objects, there are incredible collections of reconstructed historical artifacts, buildings, and environments.

Take for instance the work of the Arc/k Project, a non-profit group that uses crowd-sourced photographs and photogrammetry to reconstruct cultural heritage sites that people have destroyed. Recently, they have worked to virtually reconstruct ancient Roman sites in Palmyra, Syria which ISIS destroyed. Users can now use VR headsets to walk through and explore the third-century Arch of Triumph, destroyed in October 2015:

The possibilities of VR for historians are exciting and certainly worth further exploration and critical analysis. Are these examples simply flashy gimmicks or do they represent future tools for history educators, public historians, and scholars? There are clearly some current applications of VR for history. Through our teaching and scholarship, we may find more ways to use presence to better understand the past.

[i] Thomas B. Sheridan, "Musings on Telepresence and Virtual Presence" Presence 1, no. 1 (Winter 1992): 120.

[ii] John Bonnett, ""Following in Rabelais' Footsteps: Immersive History and the 3D Virtual Buildings Project" Journal of the Association for History and Computing 6, no. 2 (September 2003).

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Beyond The Lecture: Innovations in Teaching Canadian History

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For the past year, I've been thinking a lot about virtual reality and its potential applications for historians. Can we use virtual reality to better understand the past? Can the experience of virtual reality alter historical thinking? Can we now build time machines, teleporters, and holodecks using virtual reality?

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Bringing battlefields to life for students.

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Why we need better history education and how VR could help | Tony Ford | TEDxTucson

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History in VR is an unforgettable experience that makes learning fun.
This editorial is written by Felicia Miranda, a freelance technology journalist. Follow her on Twitter @FeliciaVagabond. We hope this editorial helps you find the best VR content available!
Key moments in history, big and small alike, helped shape the world as we know it today. Previously, we flipped through textbooks and viewed documentaries, but thanks to virtual reality, we can now unravel history in a whole new way. Whether it's making scientific discoveries about the universe or studying an event that turned into a catalyst for war, these Vive apps will give you a new perspective on some of the most impactful moments in history.
Available on Viveport
We Are Stars

Developer: NSC Creative

I'm sure you've heard the saying, "We're all made from stars," and the next thought that quickly comes to mind is something along the lines of, "Can that really be true?" We Are Stars answers that question and much more in one of the most entertaining and educational VR apps on Viveport.

We Are Stars takes you on a virtual journey through a billion years of evolution, where you'll learn about some of the most mystifying aspects of our universe. The experience is enhanced by the brilliant narration of Andy Serkis, best known for his roles as Gollum from The Lord of the Rings and Caesar from Planet of the Apes. Serkis, in combination with the breath-taking 360 visuals, is sure to make a lasting impression as you explore the cosmos.
Available on Viveport
VR Terra-Cotta Warriors

Developer: Beijing Virtual Real Space Technology Co.

VR Terra-Cotta Warriors takes you on a trip through ancient China to get an up-close look at the life-sized terracotta statues built for Qin Shi Huang, the first Emperor of China. These statues, meant to protect the emperor in the afterlife, resemble various personnel from his army, including warriors, generals, and other military officials.

If you enjoy learning about history, then you know how frustrating it might be when you want to get a closer look at an exhibit at the museum. The best part of VR Terra-Cotta Warriors is that it feels like a mini museum without any of the barriers. I marveled at all the stunning details in the sculptures, from the texture of the clothes to the life-like features on each statue's face. It's a fascinating first-hand look at the statues that highlighted the burial practices of early China.
Available on Viveport
Remembering Pearl Harbor

Developer: LIFE VR
My Brother's Keeper
It's been 75 years since the attack on Pearl Harbor, and in respect for all the lives lost, LIFE VR and TIME put together a riveting VR experience called Remembering Pearl Harbor.
Available on Viveport
I explored this important part of history through the eyes, ears, and letters of lieutenant and postmaster, James Downing. Using his letters as a timeline, Remembering Pearl Harbor put me in the shoes of a survivor on the shores of Pearl Harbor and in the home of a typical American civilian following the attack on December 7th, 1941, "the day which shall live in infamy". The most gripping moment was hearing that exact quote in Franklin D. Roosevelt's speech on the radio, which makes it seem like the attack on Pearl Harbor happened only yesterday.

Developer: Perception²
Historium VR - Relive the history of Bruges
Unlike Remembering Pearl Harbor, which focuses on recreating a historical atmosphere, My Brother's Keeper uses American history to tell a compelling story of two brothers who end up on conflicting sides in the Civil War.
Available on Viveport
My Brother's Keeper is not only interactive but also remarkably immersive. It's a short film that uses 360-degree capture and 120 frames per second to drop you right in the middle of one of the fiercest battles of the American Civil War. One of my favorite features is the ability to stop and look around, examining every moment taking place on the battlefield. Faces filled with emotion, followed by a bloody aftermath with casualties demonstrates the power virtual reality has to bring these tragic moments to life.

Developer: Sevenedge Interactive Media

Imagine sailing through the beautiful canals and dimly lit streets of Bruges during the Middle Ages. With Historium VR, you'll experience the grandiosity of this city during the 15th century. It was built from the ground up by a well-known historical attraction presently located in the market square of Bruges, so you know you're getting an accurate interpretation of this wonderful moment in time.

Although a relatively short experience, I quickly fell in love with the new way Historium VR immersed me in the old world. As I studied architecture, cobblestone walkways, and arched bridges, the narrator took me through a fascinating history lesson that included landmarks such as Dampoort, St. Donatian's, Waterhalle, Crane, and Belfry. The best part is you can choose to embark on a fully narrated journey or pick between specific locations of Bruges you wish to explore. Definitely a must-have for history students and enthusiasts.

Historium VR is available on Viveport. Remembering Pearl Harbor and We Are Stars are also available in Viveport Subscription.

My Brother's Keeper and VR Terra-Cotta Warriors are available for free on Viveport.

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History in VR is an unforgettable experience that makes learning fun. This editorial is written by Felicia Miranda, a freelance technology journalist. Follow her on Twitter @FeliciaVagabond. We hope this editorial helps you find the best VR content available! Key moments in history, big and small alike, helped shape the world as we know it today.

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Training and education barriers exist at all levels of education-from primary to post-secondary students and on through these student's careers into Enterprise and business training programs. Enterprise training programs at every level are often associated with feelings of dread rather than an important tool in keeping employees safe and setting them up for success. And in higher risk industries, having efficient and effective training is of utmost importance. The ideal training program safeguards employees in higher stakes cases, and ensures people have the right response in a situation through their training recall.

VR training programs drastically improve a user's ability to understand and retain content compared to the traditional methods of textbooks and desktop learning. While investing in VR education and training applications may seem unnecessary, time-consuming, or just a "nice to have", immersive technologies can play a large role in educating students and employees efficiently and effectively. So, let's explore how exactly immersive technology can make a difference in a student's learning journey.

VISUAL LEARNING

The way that certain material is taught and presented can make a significant difference, especially when it comes to learning abstract concepts that are new, foreign, and unfamiliar to students. One early study conducted by Mehryar Nooriafshar, Tek Narayan Maraseni, and Ron Williams explored the effects of how VR education could be a useful tool in helping students learn content more effectively. Researchers gave a tutorial on topics related to basic human anatomy to two groups of students from two very different backgrounds: nursing and business.

In the end, 88% of students reported enjoying their VR experience more than studying diagrams from a textbook. Participants also stated that they found it "easier to learn by visible examples rather than textbook" and that immersive technology helped them "see where [various parts] are in relation to other[s]". These results are similar to findings from a 2018 study conducted at the University of Maryland, during which VR learning was key in helping participants retain information. It's also supported by the anecdotal evidence we hear from our architecture and design clients daily, where VR is critical to understanding size and scale; the ratio of how things fit, and their relative size are far more clear in VR than other media.

Findings from both of these studies clearly indicate how visual learning is a key factor in the modern education process. VR helps put various bits and pieces of information into a larger perspective, giving more context to enrich a student's understanding and improve people's overall learning capabilities and retention.

"This data is exciting in that it suggests that immersive environments could offer new pathways for improved outcomes in education and high-proficiency training" - Amitabh Varshney, Professor of computer science and dean of the College of Computer, Mathematical, and Natural Sciences.

ENJOYMENT = BETTER LEARNING

Designers of children's educational programming, apps, and video games know a basic truth: when people are entertained by the material, they are more likely to retain said information. Also known as Edutainment, the combination of education and entertainment can play a large role in helping students gain a deeper understanding of theoretical subjects. The bottom line is that when students are engaged, perhaps even without knowing it, learning new material becomes a lot less painful.

One aspect that sets VR apart from other mediums of learning is its interactivity. Users are transported into a digital environment where they can complete a series of tasks, answer questions, and interact freely with their surroundings. Compared to studying a manual where reading can often be laborious, using VR for educational or training purposes offers a high-definition platform in which students learn while they play.

SAFETY IN PRACTICE

As discussed, VR's immersive capabilities can provide effective and memorable training for a variety of education levels. In addition, VR also provides a safe environment for employees working high-risk jobs to learn the adequate health and safety training required to perform their duties, whether it be learning how to diffuse tense situations or the operation of large vehicles.

When it comes to industries like construction or mining, even the smallest mistake can end up putting you and everyone else around you at risk. While current training programs may include a seminar presentation, role-playing, and a list of scenarios, very few offer hands-on education. VR-based safety training, on the other hand, gives employees the confidence to explore and make mistakes in a safe virtual environment.

VR EDUCATION & TRAINING

Educators are always looking for better ways to engage with students and employees. Virtual learning immerses users in their content, resulting in higher retention rates. The nature of VR also means that people are better able to focus, experience content at their own pace, and do so from a more memorable first-person perspective. Long story short, VR is poised to be a significant disruptor to education and training.

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Education's Next Big Leap: Immersive VR Education For Better Learning - VRScout

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Share TweetImmersive education presents a safer, more effective alternative to conventional learning. Training and education barriers exist at all levels of education-from primary to post-secondary students and on through these student's careers into Enterprise and business training programs. Enterprise training programs at every level are often associated with feelings of dread rather than an important [...]

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# 3  - So how do we actually build habit-forming learner-centric EdTech products?

Build  GRIT and perseverance in learners by rewarding the moments when learners stuck with coursework, even though the odds of quitting were high!

6 Key principles

#BuildingLearningExperiences

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# 3  - So how do we actually build habit-forming learner-centric EdTech products?

Build  GRIT and perseverance in learners by rewarding the moments when learners stuck with coursework, even though the odds of quitting were high!

6 Key principles

#BuildingLearningExperiences https://t.co/47No8v89du

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# 3 - So how do we actually build habit-forming learner-centric EdTech products?

Build GRIT and perseverance in learners by rewarding the moments when learners stuck with coursework, even though the odds of quitting were high!

6 Key principles#BuildingLearningExperiences pic.twitter.com/47No8v89du
— Shweta Doshi (@shwedosh) January 8, 2021

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# 3  - So how do we actually build habit-forming learner-centric EdTech products?

Build  GRIT and perseverance in learners by rewarding the moments when learners stuck with coursework, even though the odds of quitting were high!

6 Key principles

#BuildingLearningExperiences https://t.co/47No8v89du

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# 3  - So how do we actually build habit-forming learner-centric EdTech products?

Build  GRIT and perseverance in learners by rewarding the moments when learners stuck with coursework, even though the odds of quitting were high!

6 Key principles

#BuildingLearningExperiences https://t.co/47No8v89du

# data[].attributes.attachment_link.metadata.attachment_props.text
# 3  - So how do we actually build habit-forming learner-centric EdTech products?

Build  GRIT and perseverance in learners by rewarding the moments when learners stuck with coursework, even though the odds of quitting were high!

6 Key principles

#BuildingLearningExperiences

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VR is here to stay.

Governments could break up Facebook and stop the sale of its VR hardware. Virtual reality would still survive far beyond the research labs and hacker communities in which it existed prior to Oculus' founding in 2012. Widely supported efforts like OpenXR, the openness of the PC as a computing platform, and the success found by companies like STRIVR training employees with VR ensures that virtual reality should always flourish at a scale far larger than the '90s and '00s.

But what if Facebook doesn't hit a roadblock? Facebook still hasn't said how many Quest headsets it sold, but roughly 20% of the titles for sale on the standalone have already earned more than $1 million in revenue, according to VR-focused investor and advisor Tipatat Chennavasin.

"I'm tracking over 44 titles making over $1 million and I think there's ~220 titles in the Quest store," Chennavasin wrote in a direct message.

The world can't yet see VR's moment here. Since 2014, it has taken billions of dollars and the deaths of Gear VR, Oculus Go and Rift for Facebook to zero in on delivering this level of revenue for VR developers. Those false starts mean that VR is still generally thought of as a phone-holder or hard-to-set-up wired accessory for a PlayStation or gaming PC.

With each Oculus Quest sold, though, the perception of VR catches up to its reality. The sales being seen by these developers in standalone VR shows just how compelling VR can be when it is wireless, self-contained, and free to use your nearby devices as accessories. Quest 2 is certainly still an uncomfortable facebrick, but it is compelling in a way earlier efforts weren't.

Facebook's next goals likely target full color AR passthrough, truly usable controller-free hand tracking, and the ability to do real work in VR. I don't think Facebook is going to take its time getting Quest 3 or Quest 4 out into the world either. There's too much ground for Facebook to lose by not accelerating its efforts in VR and AR in every way.

I am not crediting Facebook and its Oculus efforts with pushing VR into mainstream. That credit should go to the collective efforts of people at Valve, Sony, Microsoft, Epic, Unity and, yes Facebook, all of which worked hand in hand with developers to build the tools needed to create compelling virtual worlds. But I do credit Facebook with being the first company to prove VR can stand on its own.

Below is a quote from Hrafn Thorisson, the CEO of Aldin Dynamics. The studio makes Waltz of The Wizard - an early room-scale VR game that became one of the first to support Oculus Quest's hand tracking throughout the entire title:

"I feel the industry should be celebrating the excellent progress we've made in the past two years. In my view there is a long and exciting road ahead - this is still just the birth of a new and very expansive computing paradigm. This is more like when personal computing began than when mobile computing began. What the current hardware and software landscape looks like now is likely to be completely different in 10 or 20 years. As with PC, there are still decades of exciting times ahead and so many opportunities and industrial leaps to look forward to."

"Right now, it is vital to keep focus on delivering the highest quality VR to broader audiences in a viable fashion. That increases interest in VR content overall, across all categories of experiences. It empowers the industry in ways that include more competitors in the space, bigger production budgets and content of greater scope and quality, for PC and standalone alike."

"Oculus is doing excellently in figuring out what a VR platform for mainstream looks like. Moreover, they are close to making Quest an affordable full spectrum VR/AR headset, with good AR passthrough and improved capabilities as a generic computing platform. They're reducing friction and delivering a platform with broad appeal, in addition to content hitting a baseline for quality experiences. That, to me, represents a very exciting point in the evolution of VR and AR to date."

"What I am is excited to see continued progress in delivering a VR/AR platform with a user experience and content selection that makes people excited to use it, again and again."

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Editorial: Oculus Quest 2 Developer Success Marks New Era For VR

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VR is here to stay. Governments could break up Facebook and stop the sale of its VR hardware. Virtual reality would still survive far beyond the research labs and hacker communities in which it existed prior to Oculus' founding in 2012.

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One of the best features of the Oculus Quest 2 is it can be manually linked via USB to your gaming PC to play more demanding VR games you couldn't otherwise run natively on the headset. That's great if you want a way to play games like Half-Life: Alyx, but the obvious downside is that you're now physically tethered to a PC - so much for the wireless freedom that the Quest 2 advertises.

Thankfully, developers have already figured out the seemingly impossible: how to run system-intensive titles on your PC and stream the visual feed to your VR device while syncing all of your movements over Wi-Fi. It gives you the best of both worlds: letting you play the games you want without being attached by a cable to your computer.

Doing this isn't as simple as installing an app through the Oculus store; there are several steps involved. I'm going to walk you through the steps required to make this happen on your Quest 2 virtual reality headset. The same steps likely work on the first Quest iteration, but I only have the latest model here to test.

Get a link cable

Even though this is a how-to on experiencing VR without wires, you'll need a wire to get started. The USB-C cable that Oculus includes with each new Quest 2 does, in fact, work for this process. It didn't work as intended when I plugged it into my PC's USB-C port, but it might operate fine for you. Though, if your PC just doesn't have a USB-C port, you'll want to pick up an affordable OTG adapter so you can plug this cable into one of your PC's USB Type-A ports.

If you don't have that cable, Anker's 10-foot USB-C to USB Type-A 3.0 cable costs about $20 and gets the job done. Many USB cables that come with modern Android phones that charge via USB-C will likely work, too. And the cable doesn't have to be long - we're just doing some simple data transfer here.

Enable developer settings

If you want to load files onto your Quest 2, you'll need a developer account. Fortunately, it's easy to do, but it's a strange process that's meant to be used by actual developers.

Go to this page and sign in to your Facebook account in your browser of choice. Just make sure you sign in to the same Facebook account that you signed in to on your Quest 2.

The next part of the process is to name your "organization." You can name it whatever you'd like. You can find a direct link to this page right here in case you get lost.

With those two steps out of the way, open up your Oculus mobile app (iOS or Android) and sign in with the same Facebook account. Then navigate to the "Settings" pane by clicking it at the bottom-right corner of the app window.

On the next page, click "Oculus Quest 2" right beneath your name, and a few more options will expand from within it. Click "More Settings"

Once you're there, tap "Developer Mode" and switch it on

Install the Quest 2 driver for your PC

The next couple of steps pave the way for you to sideload software onto the Quest 2 headset, which is a feature usually reserved for developers. If you're using a Windows PC, you will need to install ADB drivers to let your PC write to the headset; according to the Oculus site, macOS and Linux systems don't need a driver.

Download the software linked here, hosted by Oculus. (Just check the box saying you agree to the terms of the license - you can read it if you want - and click on "Download.")

Once it's downloaded, extract the contents of the folder. Then right click the item called "android_winusb.inf" and select "Install."

Buy the Virtual Desktop app for Quest

The Virtual Desktop app lets you access your PC through the lens of a VR headset. You can use it for games, like we'll be doing, but you can also watch movies you have stored on your PC in a variety of different virtual environments. There's a Quest-specific version of the app that you can purchase here for $20. (Make sure it says that it's compatible with Quest underneath the purchase button.)

After you purchase it, install it on the headset. We'll be returning to this app in just a bit, but for now, a few other steps.

Connect the Quest 2 to your PC

Connect your Quest 2 via its side-mounted USB-C port to your PC's fastest available USB port. If you've done everything correctly up to this point, you'll see a message displayed in the headset asking if you want to allow USB debugging. Allow it to proceed.

Download and install SideQuest on your PC

SideQuest is a free app and storefront for experiences that can be sideloaded onto your headset. For the purposes of this how-to, you're just going to use it to apply a necessary patch to the Virtual Desktop app that I just suggested you buy and install on your Quest 2 headset.

Head here to find the right installer for your operating system (I used the Windows 10 version for this how-to) and download it

Once it finishes installing, run SideQuest

At this point, your headset should show up as connected in the top-left corner of the SideQuest app on your PC with a green bubble. If it's not showing as connected, check your headset's display for a prompt. It may be waiting for you to allow your PC to access and modify the Quest 2's file system.

Sideload the Virtual Desktop VR patch for Quest 2

Within SideQuest, type "virtual desktop" in the search bar. The result you're looking for is called "Virtual Desktop VR Patch." This is the necessary key to fooling your computer into thinking your Quest 2 is a wired headset.

With your Quest 2 connected to your computer, hit the "Install to Headset" button in SideQuest, located just below the search bar in the app. The process should be pretty snappy, lasting just a few seconds.

Download Virtual Desktop Streamer

There's yet one more free application to download: Virtual Desktop Streamer. Made by the same folks who made the Virtual Desktop app you purchased on the Quest 2, this app simply streams PC content to your headset via Wi-Fi.

Once this app is downloaded and installed, you'll need to input your Oculus username in the Streamer window

If you don't know it off the top of your head, you can find it by opening the Oculus app on mobile, navigating to "Settings," and then tapping on the area that shows your name and email address. The name that will display next to your avatar is your username.

After that's entered, hit "Save"

That's the last step! But remember that it's crucial to have the Virtual Desktop Streamer app open in order for your headset to communicate with your PC.

Open Virtual Desktop on your Quest 2

If every step was done correctly, you'll see your PC pop up in the list of available devices to connect to from within the Virtual Desktop app on your Quest 2.

Once you've connected, the Options button (the left Oculus Touch controller's equivalent of the Oculus button) is mapped to open up the top-level menu for Virtual Desktop, as shown in the image below. From there, clicking "Games" will reveal every game that's installed on your PC. You can simply boot each one from there, and your PC will handle all of the hard work.

If you aren't happy with the visual fidelity within each game, you're free to customize some settings that affect latency, refresh rate, and more. Note that you'll likely get a clearer, more fluid image if your PC is powerful. Your wireless router plays a huge role in delivering a smooth experience, too.

Streaming VR over Wi-Fi certainly isn't a perfect solution. I play just a few feet away from a Wi-Fi 6-ready router that's wired directly to my PC via an ethernet switch, yet I still experience the occasional spot of lag and slightly fuzzy image. Though with enough tweaking on the Virtual Desktop app (turning Wi-Fi off on seldom-used tech items never hurts), I think you'll have a good time.
Correction: The last two paragraphs erroneously suggested that internet speed played a role in your ability to use this wireless solution to play your VR games. It's all handled locally. We regret the error. Correction: Due to a malfunctioning USB-C port on the author's PC, they erroneously stated that the USB-C cable included with each Quest 2 couldn't be used to complete this how-to. A reader pointed out that it will work, and the author confirmed it by using the cable with an OTG adapter. We regret the error.

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How to use your Oculus Quest 2 to play any PC VR game wirelessly

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The Oculus Quest 2 is capable, but there are many games it can't play. Hooking it up with a wire is an option, but so is enabling the ability to play any PC virtual reality game without any wires. We'll walk you through the latter option.

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Co-written by Bobby Carlton and Jesse Lubinsky

As the coronavirus pandemic continues to not only slow down but close educational institutions, the workforce, sporting events, entertainment and other industries; one thought is how can distance learning and VR/AR (immersive tech) environments play a role in keeping learners moving forward in their education, the workforce connected, and keep us connected socially.

For many, VR/AR as a solution for learning and engagement is still considered uncharted territory. It's the unknown mainly because new technologies are a big disrupter and can be a distraction. This applies to all environments, even K12, higher education, and the workforce, who are actually forward thinkers and currently using the tech minimally in their learning ecosystem. They have some knowledge of it, and are exploring it, but are hesitant to fully embrace it because it's still very new to them. For every one company that's using it like Walmart or Verizon who are using the technology successfully in their training, there are hundreds of companies of all sizes not using it or even exploring it.

In regards to K12 and Higher Education, many of them are using immersive tech as part of the learning. However, budget is the real issue here. Many of these institutions are running on strict budgets that were planned a year ahead, so to now throw in VR/AR strategies, their budget is even more stretched. That is the literal roadblock we encounter with a lot of these learning environments when it comes to VR/AR as part of the blended learning environment.Now add the global epidemic of the coronavirus outbreak. As schools and businesses close, it also carries a financial burden. When a global company has to halt work to keep employees safe, the impact could be in the millions of dollars. K12 and Higher Education learners aren't challenged to learn and explore.

If technology is a big disruptor on all levels of learning, something unexpected such as a coronavirus outbreak is an even bigger disruption, and approaching an organization or a school about using VR/AR as a solution to keep the learning moving forward and giving employees the ability to continue their work through this crisis isn't that easy. You are now adding two huge disruptors into the mix.

So while we know that there are incredible applications for emergent technologies such as VR/AR, the goal for organizations isn't to look to implement these types of solutions immediately while in the midst of a pandemic, adding layers of training and cost concerns to the already existing uncertainty. Rather, an approach that involves short and long term planning as well as data collection to inform decision making is a much more prudent approach.

We have data that shows VR/AR are excellent tools in any learning environment. There are amazing benefits achieved when you use these types of technologies with your learners.

Learners are able to learn more in less time. They are engaged.

Learners have a physical and emotional response that is based on empathy.

Learners develop mental muscle memory on new tasks and new procedures.

Learners show greater retention rates.

Learners are able to fail forward without real-world consequences.

Learners can do things in VR/AR that they can't do in real-life.

In a 2017 report that I authored titled "VR Learn: Virtual Reality in Learning" published by The Masie Center, I wrote, "Traditionally, the classroom has been a safe environment in which to learn. Learners sit for a lecture, aided by a textbook and perhaps some slides and movies. It's a model that works, and in some cases, it's still the best model. But traditional learning doesn't transport you, evoke emotions, or give you control in a way that VR learning does."

However, any type of new learning tool or new approach is considered a disruptor - no matter how good it is. In order to really merge new technologies into your classroom, you need to have a strategy. The key to using VR/AR as a learning tool is that it needs to be a blended learning environment, and you need to have a very deep understanding of how to leverage the technology with the least amount of disruption, the least amount of alienation of employees, and knowing how to strategically navigate any and all obstacles to make it work within the ecosystem of the learning or training.

As the coronavirus outbreak continues to disrupt learning environments in K12, Higher Education, and the workforce, it is time that these environments start blending their classrooms with VR/AR technology. It doesn't have to take over the learning all together, but it should be part of it.

K12 and Higher Education seem to be more open about immersive learning. Maybe this is because young learners adapt to new learning techniques better than adult learners or legacy learners (employees with 20+ years). These instructors are using VR/AR to transport young learners to the moon, and the edge of a volcano to engage them by using something as simple as Google Cardboard, while one school used SocialVR to connect a 5th grade classroom in China with an art instructor based in San Francisco. After all, young learners adapt to new learning techniques better than adult learners or legacy learners (employees with 20+ years).

The coronavirus outbreak, as tragic as it is, is a much needed wakeup call that learning environments, companies of all sizes and industries, need to be more proactive about having a strategy in using VR/AR in their ecosystem. This is something that was broken down in a detailed report, "The XR ABC Framework" written by Ready Learner One co-founders Christine Lion-Bailey, Jesse Lubinsky, and Micah Shippee.

The Ready Learner One team breaks down the strategy as follows:

They need to be able to the VR/AR tool into their LMS and L&D. Have a deep understanding of where it works or doesn't work, and develop a learning environment that is traditional, instructional design forward, and blends in immersive technology.

Have a strategy in in the technology with the least amount of disruption or alienating current employees or learners, and have a strategy on how to deliver knowledge to learners.

Lastly they need to know how to expertly a virtual learning environment that is scalable, has ROI and yields deep KPI data. More importantly, it needs to be a platform that will allow learning environments and companies the ability to continue the workflow on a day-to-day basis, or in this case during a crisis such as the coronavirus outbreak.

VR/AR learning isn't just for situations for coronavirus outbreak. It's an everyday, everyone, everywhere solution for all learners in K12, Higher Education, and the workforce. It is a tool that is being used in many K12 and Higher Education environments and it will be the expectation in workforce learning in the very near future. In some cases, it's how the workforce currently learns.

While we hope that this will be the last time something like the coronavirus pandemic becomes a global disruptor in terms of everything we do, we must realize that anything is possible and that it's best to be prepared. When it comes to using VR/AR in the learning environment, it's the same thing - anything is possible.

About the co-authors: Bobby Carlton is the Executive Director of Immersive Learning for Ready Learner One LLC and a writer for VRScout as well as being a guest writer for STRIVR and InSyncTraining. He is an expert in AR/VR technology in the workplace and for socialVR/AR. He has been a panelist and/or moderator in virtual events held in Engage, AltSpaceVR, and Mozilla Hubs as well as real world events such as Learning Conference, Training Magazines TechLearn and their Training Expo and Conference. Lastly, he has published works with AIXR and the Masie Center, and is the technology expert on the UK's nationally syndicated TalkRadio and TalkSport. Follow Bobby on Twitter at @bcarlton727

Jesse Lubinsky is the Chief Learning Officer for Ready Learner One LLC. He is also is the co-author of Reality Bytes: Innovative Learning Using Augmented and Virtual Reality. He is a CoSN Certified Education Technology Leader, an Adjunct Professor of Education Technology at Pace University, a member of the Google Earth Education Experts team, and a frequent keynote speaker and presenter who has recently done educational technology presentations across North America, Europe, Asia, the Middle East, the Caribbean, and Australia. Follow Jesse on Twitter at @jlubinsky.

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Emergent Technology beyond the Pandemic - Preparing for the Future

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Co-written by Bobby Carlton and Jesse Lubinsky As the coronavirus pandemic continues to not only slow down but close educational institutions, the workforce, sporting events, entertainment and other industries; one thought is how can distance learning and VR/AR (immersive tech) environments play a role in keeping learners moving forward in their education, the workforce connected, and keep us connected socially.

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Teachers use HistoryView VR as an online tool to bring historical sites and museums to the classroom. VR headsets are not required to experience this program. It is available on Chromebooks and tablets.

HistoryView VR has been featured on edtech consultant, Jaime Donally's, ARVRinEDU weekly Twitter chat. Steven Bambury, Head of Digital Learning and Innovation across the JESS Dubai schools in Dubai, UAE, wrote this "how-to" for teachers. Listen to a clip of his podcast on the top left audio player of this page!

Most noteworthy, HistoryView was selected among Top 10 VR Educational Apps: For Fun & Immersive Learning by GetVR, Best 15 free Virtual Reality apps for education by VUDream, and 5 Worthwhile Augmented and Virtual Reality Tools by Edutopia.

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HistoryView VR - HistoryView Virtual Tours

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Teachers use HistoryView VR as an online tool to bring historical sites and museums to the classroom. VR headsets are not required to experience this program. It is available on Chromebooks and tablets. HistoryView VR has been featured on edtech consultant, Jaime Donally's, ARVRinEDU weekly Twitter chat.

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Olivia Wenzel, Student & Founder of AltruTec, LLC, Ohio, United States

Sabarish Gnanamoorthy, Student, Founder of WaypointAR, Innovator at The Knowledge Society, Ontario, Canada

Mishaal Lakhani, Student & Innovator at The Knowledge Society, Ontario, Canada

Lina Nayvelt, Student & Innovator at The Knowledge Society, Ontario, Canada

Julie Smithson, Co-Founder of MetaVRse & XR Ignite, Ontario, Canada

Reynaldo Zabala, Extended Reality Strategy Director- RazorEdge, Ohio, United States

TARGET AUDIENCE: Grades 6+

The Coronavirus has brought unprecedented challenges to our lives. In times of illness and mandated social distancing, we are forced to grapple with new contexts and standards for school and work. How do we stay safe and continue to communicate and collaborate effectively?

Virtual reality and augmented reality have come to the spotlight as superior mediums for facilitating social, educational, and work-related connections. In this issue, we help you establish a foundational understanding of these technologies.

Even in a pre-COVID-19 world, we were seeing VR and AR transform several industries, including manufacturing, healthcare, and real estate. More industries are adopting and implementing immersive technologies into their business models, whether it be in employee training, building new airplanes, or presenting projects to clients or stakeholders. With this progress and in light of our present circumstances, it is imperative that we have our education systems prepare the next generations for these digital changes. This includes helping the next generation take ownership of the change agents, including but not limited to VR and AR, and facilitating a shift in mindset to lifelong, holistic learning and growth using technology, whereby education takes place at any time, anywhere.
Virtual Reality (VR)
A simulation of a 3D environment viewed through a Head Mounted Display or HMD. With controllers, the user is able to interact with the virtual content.
Augmented Reality (AR)
This technology places a digital image or a hologram in a user's view of the real world through digital devices, such as a smartphone, tablet, or see-through headset like the HoloLens.
Head Mounted Display (HMD)
A hardware unit - i.e., a VR headset - that displays educational lessons and other content.
Degrees of Freedom (DoF)
This refers to how a user can move through virtual space in a headset. 3DoF allows up, down, left, and right movement, so the user can look around. 6DoF allows up, down, left, right, forward, and backward movement, so the user can physically walk around.

Many jobs are in the categories of DICE - an acronym coined by leading VR researcher and head of the Stanford Virtual Human Interaction Lab (VHIL) Jeremy Bailenson. DICE stands for Dangerous, Impossible, Counterproductive, or Expensive and Rare.

Training for jobs that are dangerous include situations that cannot easily be replicated, particularly those that include heavy machine operations, deadly substances, or chemicals. VR is used to build scenario-based training that can repeat testing and ensure that employees can respond and act as needed.

Training for jobs that are impossible includes those jobs that cannot be replicated; e.g., in emergency response. VR enables safer training.

Training for jobs that bring counterproductive situations includes jobs addressing crashes and injuries caused by, for instance, distracted driving. VR allows for repeated practice of ordinarily dangerous behavior.

Training for jobs that becomes expensive or rare applies to the training of surgeons with human and animal cadavers, of police with crowd control, among others.

Lockheed Martin is using the Microsoft Hololens mixed reality headset to help build a spacecraft. The process is also being used to train and onboard new employees.

Intel Electrical Safety training: SkillReal's case study found that "94% of trainees who went through [VR-based] training asked that more VR courses be made available". Additionally, "Intel estimates a 300% Return On Investment potential on the Virtual Reality course created by SkillReal".

Lowe's Holoroom Experience: Employees who completed a VR training session "reported 24% higher satisfaction, 127% increase in confidence and 76% lower level of hesitation versus traditional employee training methods used within Lowe's".

United Rental Sales Training with STRIVR set up a VR system in the training room to enhance the sessions. The addition ofVR-based training solutions has reduced the time spent on training by 40%.

Walmart training - Walmart is using VR to train associates on soft skills and emergency procedures. VR is also being used as a measurement of efficiency so that Walmart can more easily promote from within. The company found that VR training boosts confidence and retention while also improving test scores 10-to-15 percent.

VR and AR are not just about computer programming or the sciences. Every industry has begun the implementation of this technology into its workforce standards. In these times of unprecedented change, it's become abundantly clear that every student must be ready to live and work in a digital, immersive technology-powered world.

Our Student Committee will continue to provide resources for parents and students to stay informed about the applications of this technology, especially in this time of social distancing. We hope that our resource will help bridge the gap in knowledge so that our students are ready for future opportunities in the workforce, all with parental support.

Students and parents can also begin preparing themselves and/or their children for the future of work by exploring current educational VR/AR experiences at home. We've listed a few AR applications to try out on your smartphones below. Whether you use these experiences to supplement the traditional classroom education or to dive into an entirely new concept, we're sure you'll reap some benefit!

Unleash your or your child's inner creativity by bringing sketches and photos to 3D life with AR Makr(iOS) by Line Break, LLC!

Believe it or not, the Google Translate app (Android and iOS) features incredibly useful AR! Simply hold your phone up to a or multiple words and receive an instant translation to your desired language.

One of the most important takeaways we hope you walk away with is that learning is an exciting, lifelong process. Accordingly, your VR/AR educational journey should not end with this resource!

Please continue exploring and, if you're a parent, sharing with your children VR/AR educational content. Be sure to check out the recommended resources below to learn more about VR/AR.

In this issue, we introduced you to VR and AR, gave you a glimpse into just how transformative these technologies are in the workplace, and provided a few resources and advice to help you prepare yourself and your child for this reality. In the next issue, we'll learn some more vocabulary, see how VR and AR are helping in social and educational spaces (especially in this time of social distancing), uncover the basics of what it means to learn in 3D, and see some more recommended resources!

Ideas for this resource were fostered by the VR/AR Association Student Committee. Follow us on Facebook, Instagram, and Twitter @vrarastudents.

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Olivia Wenzel, Student & Founder of AltruTec, LLC, Ohio, United States Sabarish Gnanamoorthy, Student, Founder of WaypointAR, Innovator at The Knowledge Society, Ontario, Canada Mishaal Lakhani, Student & Innovator at The Knowledge Society, Ontario, Canada Lina Nayvelt, Student & Innovator at The Knowledge Society, Ontario, Canada Julie Smithson, Co-Founder of MetaVRse & XR Ignite, Ontario, Canada Reynaldo Zabala, Extended Reality Strategy Director- RazorEdge, Ohio, United States TARGET AUDIENCE: Grades 6+ The Coronavirus has brought unprecedented challenges to our lives.

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BBC launches augmented reality app for Civilisations

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Developers are becoming more interested in creating augmented reality products, in part because software kits were released for the iOS and Android operating systems last year that make it easier to deliver advanced features.

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BBC launches augmented reality app for Civilisations

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Developers are becoming more interested in creating augmented reality products, in part because software kits were released for the iOS and Android operating systems last year that make it easier to deliver advanced features.

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Augmented Reality for ED - Check out some of these Educational AR apps by C Beyerle | This newsletter was created with Smore, an online tool for creating beautiful newsletters for educators, nonprofits, businesses and more

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‎AR Makr is a creative toolbox for augmented reality. Sketch, scan, and snap the world around you. Transform your creations from 2D to 3D virtual objects. Place your creations anywhere in your environment. Record, save, and share your scenes with friends.

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eureca provides deeper learning experiences with Augmented Reality by placing animals, shapes, objects, solar system and much more around your own environment. Adaptive challenges are created for kids to solve and advance to higher complexity.

Performance is monitored in real-time and displayed, within Metrics, along with recommendations for improving learning outcomes. With separate Profiles, you can track complexities, and performance for each child individually.

Our team is constantly striving to improve the platform and incorporate numerous modules for your child's learning needs. We are always open to shout-outs, which can be done within eureca itself.

Version 1.3.3

a. Erratic bug in in-app-purchase squashed which affected a few users resulting in couple of crashes
Introduced in this major release:
1. Geography module: It is the most comprehensive module yet. Free features within Geography module include Topographic relief and Latitude, Longitude animations. Paid features include Climate Zones, Flora, Fauna, Landform and Oceans. Geography is not introduced with quiz currently, given it is exploratory in nature.
2. We have added details on each module with video snapshots embedded within to help our users explore modules before using/ purchasing. This is a part of our UI improvement.

Coolest app I have used! Try it for sure

I have used Pokémon go and google AR apps before but this app is doper. I couldn't stop smiling when I first started using it. I see cool dog and tiger and geographic landforms and so many things right in my house. Best thing it helps in learning through the curriculum structure. Gives me an immersive learning experience. I wish something like this was available when I was a kid. A must for kids and even adults.

We are so happy that you liked it sp2410. We will continue our hard work to make it better, high performant and effective. Do connect with us over our social media channels so that we may talk if you'd be willing.

Augmented Learning

This is AR app is wonderful. They really take into account the user experience and the content. I have tried several of the modules and have been pleasantly surprised by the interface. However, as an educator, I am very happy with the content offered. I can see this being a great tool for teachers and students. I highly recommend you check this app out!

Thanks Fonz1381, it is exciting for us to know that you liked it. Our aim to be as suited to your educational setting as possible. Thanks again for your feedback.

Great AR App!

This app is great! It uses augmented reality to aid in learning all types of concepts and has a built in assessment piece to determine mastery of the subject. This app works well for students both individually and in groups. Lots of additional features like camera (both still and video) allow the user to add to and document the experience! ❤️

hi murpki, we are immensely glad that you found the app useful. We are working incessantly to improve the modules further, especially ease the user experience, and delight you with our work. Thank you again for your review.

Learn Biomes, Flora, Fauna, Landform and more

Learn symmetric and asymmetric fractions

Information

Compatibility

Requires iOS 11.0 or later. Compatible with iPhone 6S, iPhone 6S Plus, iPhone SE (1st generation), iPhone 7, iPhone 7 Plus, iPhone 8, iPhone 8 Plus, iPhone X, iPhone XS, iPhone XS Max, iPhone XR, iPhone 11, iPhone 11 Pro, iPhone 11 Pro Max, iPhone SE (2nd generation), iPad Pro (12.9‑inch), iPad Pro (12.9‑inch) Wi-Fi + Cellular, iPad Pro (9.7‑inch), iPad Pro (9.7‑inch) Wi‑Fi + Cellular, iPad (5th generation), iPad (5th generation) Wi‑Fi + Cellular, iPad Pro (12.9‑inch) (2nd generation), iPad Pro (12.9‑inch) (2nd generation) Wi‑Fi + Cellular, iPad Pro (10.5‑inch), iPad Pro (10.5‑inch) Wi‑Fi + Cellular, iPad (6th generation), iPad Wi‑Fi + Cellular (6th generation), iPad Pro (11‑inch), iPad Pro (11‑inch) Wi‑Fi + Cellular, iPad Pro (12.9‑inch) (3rd generation), iPad Pro (12.9‑inch) (3rd generation) Wi‑Fi + Cellular, iPad mini (5th generation), iPad mini (5th generation) Wi‑Fi + Cellular, iPad Air (3rd generation), iPad Air (3rd generation) Wi‑Fi + Cellular, iPad (7th generation), iPad (7th generation) Wi‑Fi + Cellular, iPad Pro (11‑inch) (2nd generation), iPad Pro (11‑inch) (2nd generation) Wi‑Fi + Cellular, iPad Pro (12.9‑inch) (4th generation), iPad Pro (12.9‑inch) (4th generation) Wi‑Fi + Cellular, and iPod touch (7th generation).

Copyright

© 2018 Abhinav Prakash

In-App Purchases

1. Fraction Module $1.99

2. Geography Module $1.99

Family Sharing

With Family Sharing set up, up to six family members can use this app.

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‎eureca provides deeper learning experiences with Augmented Reality by placing animals, shapes, objects, solar system and much more around your own environment. Adaptive challenges are created for kids to solve and advance to higher complexity. Performance is monitored in real-time and displayed, w...