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Hi everyone.how are you all

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https://www.pscp.tv/w/1lPKqnNdqvAGb

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Julia Ciorra

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Schools should embrace artificial intelligence (AI) and could use "Alexa-style" machines in lessons to help shy children who do not want to put their hands up in class, a leading private school head said today.

Chris King, chairman of the HMC group of private schools, said in the future Alexa or Siri-type virtual assistants could help timid children become more confident in lessons.

Gifted children could also use the technology to learn independently from the rest of the class, he said.

At the launch of the HMC spring conference, Mr King said: "Children can be reluctant to put their hands up and answer questions in class, especially if they think they might be ridiculed. That won't come from a machine.

Intelligent AI: why London is the best place for AI tech

"Access to artificial intelligence might encourage the timid more reluctant learner to take more of a risk and develop more self-confidence in the learning process."

Mr King, head of Leicester Grammar School, chose the topic of this year's conference, Artificial Intelligence and Virtual Reality in Education.

He said education must not be left behind on artificial intelligence, adding: "The commercial world has seen the opportunities of AI, and it is important education recognises the opportunities it can bring. There is huge potential."

He said: "I don't want to paint a picture of classrooms filled with pupils with their own Alexas but we could well see that kind of machine finding its way into classrooms and allowing differentiated learning. Nothing will replace the magic of a teacher, but the two are not mutually exclusive. It is not either or."

His school is already running a pilot scheme where a computer analyses test results and comes up with suggestions for what a child should learn next.

A poll of 500 sixth formers before the conference found more than 80 per cent think a human being is a better teacher than a robot could ever be.

Some students were worried that robots acting as teachers could be hacked and produce false information, or find out their personal details. Others feared a standardisation of education, reduction of creativity and boredom.

Mr King said: "It is gratifying pupils value the human relationship with their teachers and care is needed to make sure it is never compromised.

"However, much of the concern pupils are showing could be fear of the unknown. AI has huge possibilities for adding richness to pupils' experience, personalising their learning and freeing up teachers to do what really matters."

Today's conference comes after the education select committee launched an investigation into new technologies including artificial intelligence and robotics.

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Amazon Alexa in the classroom will be a good thing for shy children

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Schools should embrace artificial intelligence (AI) and could use "Alexa-style" machines in lessons to help shy children who do not want to put their hands up in class, a leading private school head said today. Chris King, chairman of the HMC group of private schools, said in the future Alexa or Siri-type virtual assistants could help timid children become more confident in lessons.

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https://app.edu.buncee.com/buncee/b9945910f9ea4fb8a0041c31b45d31be

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You need the Metaverse App to view this Augmented Reality Experience.

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The 10 Best VR Apps for Classrooms Using Merge VR’s New Merge Cube - EdSurge News

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Recently, the world of virtual reality was shaken up when the popular Merge Cube by Merge VR dropped in price from $15 to just a dollar at many Walmart ...

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SAN FRANCISCO - Machines are starting to learn tasks on their own. They are identifying faces, recognizing spoken words, reading medical scans and even carrying on their own conversations.

All this is done through so-called neural networks, which are complex computer algorithms that learn tasks by analyzing vast amounts of data. But these neural networks create a problem that scientists are trying to solve: It is not always easy to tell how the machines arrive at their conclusions.

On Tuesday, a team at Google took a small step toward addressing this issue with the unveiling of new research that offers the rough outlines of technology that shows how the machines are arriving at their decisions.

"Even seeing part of how a decision was made can give you a lot of insight into the possible ways it can fail," said Christopher Olah, a Google researcher.

A growing number of A.I. researchers are now developing ways to better understand neural networks. Jeff Clune, a professor at University of Wyoming who now works in the A.I. lab at the ride-hailing company Uber, called this "artificial neuroscience."

Understanding how these systems work will become more important as they make decisions now made by humans, like who gets a job and how a self-driving car responds to emergencies.

First proposed in the 1950s, neural networks are meant to mimic the web of neurons in the brain. But that is a rough analogy. These algorithms are really series of mathematical operations, and each operation represents a neuron. Google's new research aims to show - in a highly visual way - how these mathematical operations perform discrete tasks, like recognizing objects in photos.

Inside a neural network, each neuron works to identify a particular characteristic that might show up in a photo, like a line that curves from right to left at a certain angle or several lines that merge to form a larger shape. Google wants to provide tools that show what each neuron is trying to identify, which ones are successful and how their efforts combine to determine what is actually in the photo - perhaps a dog or a tuxedo or a bird.

The kind of technology Google is discussing could also help identify why a neural network is prone to mistakes and, in some cases, explain how it learned this behavior, Mr. Olah said. Other researchers, including Mr. Clune, believe they can also help minimize the threat of "adversarial examples" - where someone can potentially fool neural networks by, say, doctoring an image.

Researchers acknowledge that this work is still in its infancy. Jason Yosinski, who also works in Uber's A.I. lab, which grew out of the company's acquisition of a start-up called Geometric Intelligence, called Google's technology idea "state of art." But he warned it may never be entirely easy to understand the computer mind.

"To a certain extent, as these networks get more complicated, it is going to be fundamentally difficult to understand why they make decisions," he said. "It is kind of like trying to understand why humans make decisions."

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Google Researchers Are Learning How Machines Learn

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SAN FRANCISCO - Machines are starting to learn tasks on their own. They are identifying faces, recognizing spoken words, reading medical scans and even carrying on their own conversations. All this is done through so-called neural networks, which are complex computer algorithms that learn tasks by analyzing vast amounts of data.

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A VR tool at Boston Children's Hospital will create an immersive and accessible patient education experience for patients and families.

Source: Thinkstock

- A new virtual reality tool at Boston Children's Hospital aims to take patient education into the future by delivering children and their parents an individualized and immersive patient experience.

In partnership with patient education technology company Klick Health, Boston Children's has created HealthVoyager, a VR tool that gives patients a 3D tour of a gastrointestinal test such as a colonoscopy or endoscopy. This allows patients to view their exact results and receive a hands-on experience to understand their current medical conditions.

Traditionally, patients and families receive paper patient education tools that are not necessarily customized to the patient's test outcomes.

Although providers have previously supplied patients and their families with the results in their EHRs, many of the images and other hands-on materials used to increase patient understanding have not been individualized to the patient's test results. These tools are also written in highly technical language and may not be easy for patients or their family members to understand on their own.

HealthVoyager allows patients to see exactly what their providers saw during their colonoscopy or endoscopy.

Following a procedure, clinicians can use the provider-facing component of HealthVoyager to create a digital replica of the patient's gastrointestinal tract. Using drag-and-drop functionality, clinicians can add polyps, ulcers, bleeding, and other issues to allow patients to visualize their own medical conditions.

After providers have created the 3D tour for patients, patients can scan a bar code that will allow them to access the tour on their own smartphones. Using VR clip-on glasses, Google Cardboard, or another VR headset, patients can view the tour. Patients also have the option of viewing a healthy gastrointestinal tract for comparison.

This enhanced view may be more palatable for patients and resonate with them more deeply than traditional patient education, said Michael Docktor, MD, a pediatric gastroenterologist and Clinical Director of Innovation at Boston Children's Innovation & Digital Health Accelerator.

"Putting myself in a nine-year-old's shoes, I can see HealthVoyager being a more fun and valuable way to learn about and share complicated information like endoscopic findings," Docktor, who co-developed the tool, said in a statement. "We hypothesize that the more children and their families can visualize and understand their disease, the more likely they may be to communicate when they have a particular symptom and adhere to their therapies."

HealthVoyager developers took a note from the Precision Medicine initiative, which aims to create individualized therapies for specific patient genetic codes. The VR tool can help create Precision Education, according to Boston Children's Chief Innovation Officer, John Brownstein, PhD.

"When you think about the care path of a patient journey, every aspect of that journey can be customized, including education," Brownstein explained. "To ensure the best possible patient experience, Precision Education needs to be part of the Precision Medicine conversation as we create the future of healthcare."

Other children's hospitals have been leveraging VR to help enhance the patient experience. At Nationwide Children's Hospital, VR serves as a welcomed distraction for patients who may undergo scary procedures and treatments.

At the hospital's hemophilia clinic, VR can help whisk patients to another world, one where they are not in the hospital and needle pricks might not hurt. This tool has helped patients receive the treatment they need and ease the emotional burden of the nurses and parents caring for them.

Although the tool at Nationwide Children's serves a different purpose than the VR technology at Boston Children's - one seeks to improve patient satisfaction while the other is an education tool - they both create individualized patient experiences.

Hospitals looking to use VR to improve the patient care encounter need to assess the individual needs of patients. VR may not be the answer to overcome all patient fears, for example. And providers using VR to support education need to bear in mind the notion of Precision Education and ensure they are using the technology to its fullest potential.

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How VR Can Boost Individualized Patient Education, Care Experience

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Source: Thinkstock - A new virtual reality tool at Boston Children's Hospital aims to take patient education into the future by delivering children and their parents an individualized and immersive patient experience. In partnership with patient education technology company Klick Health, Boston Children's has created HealthVoyager, a VR tool that gives patients a 3D tour of a gastrointestinal test such as a colonoscopy or endoscopy.

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Buncee - Innovation Station, AR/VR Emerging Tech

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NEW YORK, Fev. 5, 2018 /PRNewswire/ -- The global market for virtual reality technologies totaled $3.7 billion in 2017 and should reach $39.4 billion by 2022, growing at a compound annual growth rate (CAGR) of 60.5% during 2017-2022.

Read the full report: https://www.reportlinker.com/p05308313

* Gaming as a segment totaled $2.1 billion in 2017 and should reach $16.9 billion by 2022, growing at a CAGR of 50.9% during 2017-2022.
* Education as a segment totaled $116.7 million in 2017 and should reach $2.0 billion by 2022, growing at a CAGR of 76.6% during 2017-2022.

Chapter 1: Introduction
In this rapidly changing and growing world, every day a new technology is developed blurring the boundaries between people, internet and physical world. Virtual reality (VR) is one such technology that has taken some significant strides in recent years. Virtual reality is a three-dimensional computergenerated environment created through the combination of hardware devices and software programs allowing users to interact with an artificial three-dimensional environment.

This is achieved by using a head-mounted display, audio output and input tracking devices. Based on the type of technology used, users are effectively immersed in a virtual environment. The technology provides a different experience and a new way to see things. Over the past few years, virtual reality has drawn a lot of attention. VR has gone from being a science fiction fantasy to an actual reality.

The ongoing research and development studies in virtual reality show that VR will continue to grow as technology improves. People these days are being increasingly aware of the technology developments and therefore the virtual reality concept has become a trending topic, solidifying the VR market. VR market is poised to show significant growth in the coming years.

This can be attributed to the growth of the mobile industry, decreasing cost of hardware and software, and rising technology penetration across the many industries such as retail, healthcare, e-commerce and automotive. New Virtual Reality standards have been set up to ensure a more immersive experience, by improving productivity of hardware and software. And this will drive the market of VR technologies until 2022.

This report covers the market trends of VR technologies, future growth and regional market of the same. The report provides a comprehensive review of market drivers, restraints, opportunities and challenges that might have an impact on the market and the supplier landscape. Additionally, key vendor analysis, new products and developments, and financials are also covered in this report. The research shall estimate the global market for virtual reality technologies in 2016 and 2017 and shall project the expected consumption of the same by 2022.

Study Goals and Objectives
This report is an industry analysis of the VR market. The goals of this study are to quantify the VR market, to explore market dynamics that could impact the future of the market (includes drivers, restraints, challenges and opportunities), to identify areas of growth and to study the recent innovations in VR world.

The objectives of this study include:
* Define the Virtual reality technologies and extenders market
* To measure the current global market and project growth over the next five years for both overall market and key segments
* To analyze the market by types, technology, and application
* To identify segments with high growth potential and to understand future applications of each segment
* Estimate market revenues of the global VR technologies market by region in terms of value and volume
* Identify market trends, issues, and forecast impacting the global VR technologies market
* Study various applications
* Profile major players and discuss their products

Reasons for Doing This Study
Virtual reality ushered in a new era of experiential and visceral learning. VR presents businesses with new opportunities to examine their audience in greater depth in a cost-effective manner. New and innovative technologies are leading to an increase in the usage of virtual reality in various applications such as gaming, healthcare, and military. Though VR currently is a niche market, the future is expected to change owing to rapidly evolving technologies.

The VR development is also affordable and developers expect a dramatic growth during the forecast period (2017 to 2022). Therefore, due to various developments and the market's high growth potential, BCC research considers this an important area for study.

Scope of Report
This report analyzes the market trends of VR technology, future growth and regional market of the same. The scope of this study includes components, technology type, applications, and regions.

By component, the market in this report is segmented into hardware and software modules. Hardware devices are further sub-segmented into input devices, VR engine, and output devices. Similarly, the software is sub-segmented into application software and cloud-based solutions.

The technology segment is broken down by fully immersive, non-immersive, semi-immersive, and distributed technologies. The applications of the VR market considered in this report include gaming, healthcare, military, industrial training, and other applications such as architecture & design, sport, and the entertainment industry. Finally, by region, the market in this report is segmented into North America, Europe, Asia-Pacific, Rest of World (ROW). Revenue forecast from 2017 to 2022 is provided for virtual reality technologies segments and regional market with estimated values has been derived from manufacturers' total revenue.

The report covers a discussion of the major players across each regional market. Further, it explains the major drivers and global dynamics of the market and current trends within the industry.

The report concludes with a special focus on the vendor landscape and includes detailed profiles of the major vendors in the global virtual reality technologies market.

Intended Audience
* Product suppliers
* Developers
* Investors
* End-user companies
* Researchers and related companies
* Government agencies
* Private organizations

Methodology and Information Sources This report is a descriptive study with a trend analysis of the global market for virtual reality technologies using quantitative and qualitative approaches.

BCC Research collects data through various primary and secondary sources, including interviews with industry vendors, white papers, business journals, public financial proceedings, and historical market data from the Internet. The market data is assessed and validated considering interrelated market attributes and the impact of global economic variables. The value of the market is then obtained through a combination of the bottom-up and top-down approaches using exclusive market modeling tools to generate BCC Research's market data and forecasts. Estimated values used are based on major players' total revenues.

Both primary and secondary research sources were used in preparing this study. Primary information sources were obtained from market experts and key contacts from leading market players as well as end users. Secondary information sources included both printed publications and online resources. These sources include public company disclosure statements, press releases, patent documents, and assorted reference sources.

Geographic Breakdown

In this report, the geographic regions considered for market analysis include, and only include:
North America
* United States
* Canada
* Mexico Europe
* UK
* France
* Rest of Europe Asia-Pacific
* China
* Japan
* South Korea
* Rest of Asia-Pacific Rest of the World (ROW)

Virtual Reality Technologies Market, by Component

Hardware
Input Devices
VR Engine (computer sytem)
Output Devices

Software
Application Software
Cloud Based Solution

Virtual Reality Technologies Market, by Technology
Immersive
Non-immersive
Semi-immersive
Distributed

Virtual reality Technology Market, by Application
Healthcare
Gaming
Education
Military
Engineering
Others

Chapter 2: Summary and Highlights
Virtual reality, also called as near-reality, is a computer-generated environment created through the combination of hardware and software allowing users to interact with an artificial 3D environment by using a head-mounted display and input tracking devices. With the use of a various range of systems such as headsets, gloves etc. and computer technology, the VR is implemented by stimulating the user's sensors.

According to BCC Research estimates, the global virtual reality technologies market was valued at $2.3 billion in 2016 and is estimated to grow at a CAGR of 60.5% and to reach $39.4 billion by 2022.

The growth of the VR technologies market is driven by the decreasing cost of VR hardware due to the increasing use of head-mounted displays systems in gaming, healthcare, education and other applications resulting in increasing consumer awareness and the expanding content selection. The advancing mobile industry and involvement of VR in automotive sector is expected to play a significant role in boosting the market growth.

However, factors like weak VR content, lack of VR familiarity, and over-pricing are some of the major hurdles to VR market on its road to mass adoption in the consumer and enterprise space.

The global market for virtual reality technologies has been segmented based on component, technology, application, and geography. Based on components, the market has been classified into hardware and software. The hardware component is further segmented into input devices, VR engine, and output devices and the software segment is further segmented into application software and cloud-based solutions.

Based on technology, the VR market has been segmented into immersive, non-immersive, semiimmersive, and distributed VR technologies. Based on applications, this report has segmented the market into healthcare, gaming, education, military, engineering, and others. Geographically, the market has been segmented into North America, Europe, Asia-Pacific, and ROW.

The global VR market by selling VR products were $2.3 billion in 2016 and is expected to reach $39.4 billion by 2022, at a CAGR of 60.5% from 2017 through 2022. Asia-Pacific accounts for the largest market share of the global VR market, followed by North America and Europe. Key market participants include Samsung, Sony, HTC Vive, Alphabet (Google), and Oculus VR.

Read the full report: https://www.reportlinker.com/p05308313

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ReportLinker is an award-winning market research solution. Reportlinker finds and organizes the latest industry data so you get all the market research you need - instantly, in one place.

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The global market for virtual reality technologies totaled $3.7 billion in 2017 and should reach $39.4 billion by 2022, growing at a compound annual growth rate (CAGR) of 60.5% during2

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NEW YORK, Fev. 5, 2018 /PRNewswire/ -- The global market for virtual reality technologies totaled $3.7 billion in 2017 and should reach $39.4 billion by 2022, growing at a compound annual growth rate (CAGR) of 60.5% during 2017-2022.

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emerging technology | Piktochart Visual Editor

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AR VR Assignment | Piktochart Visual Editor

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You need the Metaverse App to view this Augmented Reality Experience.

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You need the Metaverse App to view this Augmented Reality Experience.

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You, brave hero, have been attacked by a Slime! You must defeat it... or flee from it.

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You need the Metaverse App to view this Augmented Reality Experience.

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You need the Metaverse App to view this Augmented Reality Experience.

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Metaverse is the easiest way to create Augmented Reality experiences. No programming required.

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Metaverse is the easiest way to create Augmented Reality experiences. No programming required.

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You need the Metaverse App to view this Augmented Reality Experience.

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http://telegra.ph/New-Technology-11-02

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Metaverse

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Metaverse is a free platform that lets anyone create an augmented reality app. I had the opportunity to have a guided tutorial through the Metaverse platform last week and I was so impressed that I'm now planning to include it along with the MIT App Inventor during the Practical Ed Tech BYOD Camp at the end of the month.

Metaverse's programming platform is based on the premise of using a storyboard to outline the actions that you want your app to perform. You then connect each frame of the storyboard with action commands that you pick from a menu of action commands. The more scenes you add to your storyboard, the more options you can add to your app. Essentially, creating an augmented reality app through Metaverse is the same process as designed a good choose-your-own-adventure story. The video embedded below provides an overview of the Metaverse design tool.

Applications for Education
Metaverse could be used by students to bring the characters from a favorite story to life in augmented reality like in this example. Or you could create an educational augmented reality scavenger hunt as this person shared.

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Metaverse - Program Your Own Augmented Reality Apps

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Metaverse is a free platform that lets anyone create an augmented reality app. I had the opportunity to have a guided tutorial through the Metaverse platform last week and I was so impressed that I'm now planning to include it along with the MIT App Inventor during the Practical Ed Tech BYOD Camp at the end of the month.

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This article is in our guide, sponsored by Bill & Melinda Gates Foundation:

What Personalized Learning Looks Like Across the Country: The 2017 Fifty States Project
More articles from this guide:

We're in the middle of a guided math lesson and my students are scattered around the room like two dozen Cheerios that just exploded out of their box. Some are in groups, backs arched over skill-specific games, giggling and rolling dice. Others are hidden, tucked away in cozy nooks within the room, exploring and discovering in pairs. A few are sitting around a bright, McIntosh-apple red table, bouncing on yoga balls as they work together with manipulatives, making math make sense.

We're in the middle of a guided math lesson and my students are scattered around the room like two dozen Cheerios that just exploded out of their box.

Soon, I will ask students to rotate, moving with them to provide the direct instruction each one needs.

This is personalized learning at its best-and it's not nearly as chaotic or difficult to pull off as it may sound. It also requires little-to-no technology. With a few simple strategies in mind, students can have a unique experience, tailored to their needs and interests.

So here are four tried-and-true techniques to get you started, wherever you are in your own personalized learning journey.

Create Community First

I begin every year with a personal reminder of Maslow's Hierarchy of Needs. Abraham Maslow explained that all humans have basic needs they need met in order to reach self-actualization- basically, to be their best self. It is critical to remember that without students' basic, physiological needs being met (food, shelter, love, and belonging) learning will be difficult if not impossible.

It is our duty as teachers to ensure that students have these needs met, otherwise our work in the classroom will achieve little. Students must feel safe, as well as free from harm and judgment.

Without students' basic needs being met, learning will be difficult, if not impossible.

Greeting students each day is one way to create a welcoming environment where each student feels safe to enter. I make use of techniques from Responsive Classroom, such as Morning Meeting, which can aid in creating an atmosphere where students feel heard and valued. After morning routines are completed, my students and I gather on the rug. We greet one another, share how we're feeling, and have open dialogue about the things that are going on at school and at home. Morning Meeting is a safe space where, little by little, we each remove layers of ourselves, revealing our inner thoughts, fears, and joys with the class, helping to break down any barriers and show our truest self to one another.

These meetings can take a variety of forms, and important academic skills can be creatively woven throughout them. Sometimes my students and I play detective and find hidden errors in my Morning Message; we share strategies for solving math problems mentally; we even respond to inferential questions related to the novels we read. We also laugh, share stories, and continue to foster friendships and build a community together, one meeting at a time.

Allow for Flexible Seating

I do not believe that desks and chairs are most conducive to learning, nor does it mirror what the work-world looks like.

In my fourth grade classroom, I have forgone traditional desk and chairs, replacing them with colorful, round tables, rainbow-colored stools, hot pink yoga balls, beanbags, and butterfly chairs. I do not believe that desks and chairs are most conducive to learning, nor does it mirror what the work-world looks like.

Instead, I want my students to be engaged in conversations where they can see their peers' eyes, learn to read body language, listen, share, and collaborate. I have a duty to prepare them for what lies ahead, and so an environment with flexible seating and workspaces allows them to work like the adults they are becoming. More than that, however, it gives them power and control. Something as simple as having choice when they enter the room each day allows them to take the driver's seat of their learning and find what works best for their learning style. This personalized approach to seating and workspace allows my students to maximize their focus and output, as they are working with tools that best aid them in their learning, while also motivating them, which is just as important!

Provide Individualized Support Based on Data

With community established and comfortable workspaces and tools available for each of my students, I can then focus on guided instruction which is differentiated and personalized. While my class is frequently engaged in small group work, it is important to remember that personalizing learning is not as simple as creating differentiated groups and having them complete the same task. Rather it's about giving each group a unique task, designed especially for their skill-level and need.

Formative assessments are an essential starting point [to personalized learning].

Don't get me wrong-this type of personalization takes time. Teachers need to understand what students need, what tools must be available to help them access the curriculum, and have the time to create activities that allow each group to have success.

Formative assessments are an essential starting point. They help me continuously check-in on my students and reassess who needs what from me. These "quick checks" or "Show Me What You Know" tasks can take many forms: "Exit Tickets" at the end of a session or "Admissions Ticket" at the start of a session are easy ways to get data that can drive your instruction. Remember quality is more important than quantity. Instead of asking fifteen questions, attempt to get at the heart of the concept with three to five thoughtful questions.

Focus on Project-Based Learning

Once the data is collected, then comes the fun part: Planning activities with my students' needs in mind. I consider this the true art of our profession. I approach all guided instruction time with the idea that there is not a specific road map in front of me; I know where I want to take this group, but my students are navigating and I'm continuously making on-the-spot decisions about support based on their output. The most powerful moments can happen during these times when students feel safe to express their confusion, confident enough to ask for a challenge, or brave enough to take the lead and model and explain to a group member.

By creating a personalized environment for learners, students are able to reach their full potential and feel successful.

It is vital to mask the sometimes drastic levels of abilities within the classroom and project-based learning (PBL) is a great way to disguise learning and skills levels as it allows students to work at their own pace and take part in authentic application of skills.

For the past three years, my fourth graders have taken a journey with WRiTE BRAiN Books. WRiTE BRAiN Books is a narrative and creative writing course in the art of children's book authoring, where students become published authors of their very own children's books! Throughout the journey, my students worked in groups, with varying levels of support, to write beautiful narrative stories that correspond to fully illustrated, wordless books. This example of project-based learning allowed me to give to each student exactly what he/she needed, while all students worked on the task of publishing a book.

By creating a personalized environment for learners, students are able to reach their full potential and feel successful. Additionally, we teachers are also able to know our students on a personal level, and unlock the abilities that lie within each of our students!

Devon just finished her 12th year of teaching in Plainville, Mass, where she teaches 4th grade. She also serves as a data coach and teacher leader.

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4 Tech-free Ways to Personalize Learning in Your Classroom - EdSurge News

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This article is in our guide, sponsored by Bill & Melinda Gates Foundation: What Personalized Learning Looks Like Across the Country: The 2017 Fifty States Project More articles from this guide: We're in the middle of a guided math lesson and my students are scattered around the room like two dozen Cheerios that just exploded out of their box.

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July 14, 2017

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Though no hard numbers are available yet on how many K-12 classrooms are using virtual or augmented reality, new estimates suggest the technology could reach 15 million students by 2025.

But without research to show the impact, experiences like landing on the moon or the sinking of the Titanic could be closer to entertainment than education, argue critics, who say much of what's being marketed as virtual reality is not groundbreaking-or even new. Computer scientists first began experimenting with "virtual experiences" in the 1950s, and by the 1980s goggles and gloves had been developed to simulate immersion in a virtual world.

"My question is always: How is virtual reality different from educational film?" asks Audrey Watters, who speaks extensively on the role of technology in education and writes the blog Hack Education. "I do worry that we'll increasingly substitute watching a movie-under the guise of simulation or VR-for field trips and other offline enrichment opportunities that are more meaningful."

There's also the price tag. Headsets and gloves can cost hundreds of dollars, making it challenging for most school systems to provide universal access. While cheaper versions exist-such as the $15 Google Cardboard, which attaches to a smartphone-these versions often don't provide the same quality of experience. In fact, critics say much of what is now called virtual or augmented reality by schools isn't experienced through headsets and gloves, but on laptops, tablets, and phones instead. In other words, many people still aren't sure exactly what VR is, and the definition is continually evolving.

For VR advocates like Maya Georgieva, though, the technology is rapidly changing the way we see and experience the world. Georgieva, the co-founder of Digital Bodies -a group that researches and consults on VR for education-says that while virtual reality is still seen as supplemental in K-12 classrooms, that thinking is shifting as the volume of content increases and teachers and students feel the excitement around it.

"We are hearing from teachers unanimously that these experiences generate more questions and more engagement in students," she said. "For children, it often takes time to create a mental model of what they are learning. Virtual reality provides them with a stepping stone-and possibly a leap-to connect the dots."

Proponents of the technology can point to real success stories: Here are some of the more promising uses of VR and other immersive technologies already underway in K-12 classrooms across the country.

Bringing Science to Life

Like doctors who have been using VR to assist in surgeries and pinpoint ailments -by generating 3D models of real patient tumors from MRI scans, for example-science teachers are saying VR can help deepen understanding of subjects such as biology and anatomy, which require students to grasp the inner workings of cells and organs that are not visible to the human eye.

In Belmont, California, high school biology teacher Rebecca Girard has been using mixed reality computers from zSpace-which come with special glasses that allow cells and organs to "pop out" of the flat screen in 3D-to help her students gain a better grasp on how the heart works. Using apps like Cyber Science, zSpace Studio, and Human Anatomy Atlas, Girard's students can follow the path of blood flow through arteries as the heart beats, watching valves open and close.

"Real organs used in dissection are preserved and inflexible, and the valves and muscle no longer pump," Girard said. "I have been teaching biology for 22 years, and I have never had students understand the structures, relationships, and orientations of the organs with the same clarity as when they used virtual reality."

And platforms like Peer have developed mixed reality content for students that provides compelling visual models of complex physical science concepts like gravity, molecular bonds, and force. Using Peer, students can uncover the aerodynamics of a windmill through a VR headset, for example, and then apply their newfound understanding to build a windmill of their own -and they can test it using Peer to see how well it works.

Experience Campus Life From Home

Touring colleges is costly and time-consuming, not to mention impossible for many potential college students. Companies like Campus Tours and YouVisit are now offering 360-degree virtual reality tours for hundreds of campuses, from the Georgia Institute of Technology to the University of Minnesota. According to YouVisit, the experiences help foster a "sense of familiarity and belonging" for students who can't make the trip-and might encourage students to consider more schools.

Using any device (no fancy headset needed), prospective students can "walk" on the paths around campus and "see" themselves among other college students, headed to class or back to the dorms. By clicking on campus buildings, users can get inside and access more than 1,000 college experiences like exploring Geisel Library at the University of California, San Diego, or an electrical engineering lab at Princeton University.

"It's human nature to want to really look around a place and get a genuine sense of what it's like," said Gordon Meyer, director of marketing for YouVisit. "Immersive experiences are the best way to provide that opportunity, especially for students who are unable to travel and physically tour the campus."

Building Empathy

To really understand someone's perspective, you have to "walk a mile in their shoes," as the saying goes. By giving students the ability to see through another's eyes and " experience anything the animator can fathom," VR has earned the nickname "the empathy machine."

This year, the nonprofit Global Nomads piloted the One World, Many Stories program, which used virtual reality to build connections between 20 classrooms in the United States and the Middle East. Through the program's VR simulations, students are able to walk the streets with a teen in Jordan or rural Kentucky and be immersed in their day-to-day life, gaining understanding of other cultures and viewpoints along the way.

A group of Los Angeles high school students at a school in Compton were able to "drop in" to the heart of Aleppo, Syria, through the VR simulation and experience the impact of an explosion, which helped them gain perspective about life during wartime. Afterward, the Compton students had a video dialogue with Syrian youths in a refugee camp to discuss their experiences.

"I never dreamed that I was going to take it to high school students, who might be able to make changes in the lives of Syrian children refugees," said Nonny de la Peña, who created the simulation.

Also showing promise: Embodied Labs is providing training for students to become better caregivers for the elderly by letting them experience the medical challenges seniors face, like macular degeneration and hearing loss. In the simulation "We are Alfred," users experience the impact of vision impairment during a family birthday party.

The platform was selected as one of five winners in the U.S. Department of Education's EdSim Challenge for "immersive simulations that will prepare students for the globally competitive workforce of the 21st century."

Shop Class, Revived

While fewer students are taking career and technical training these days, CTE may get a revival through new virtual reality experiences that train students how to repair cars and allow them to complete safety training in 3D.

Already used by the Hong Kong Institute of Vocational Education to teach aircraft engineering and building maintenance skills, the U.S.-based VR platform zSpace has now launched vocational simulations of its own, in partnership with Shenzhen GTA Education Tech Ltd. in China.

Using the zSpace auto training platform, students can disassemble and reassemble systems like the transmission or engine, free of risk or material waste.

"The new GTA Virtual Automotive Training applications take the 'auto shop' class of years ago to a whole new level. Traditional textbooks and courseware are two-dimensional, and hands-on training with actual cars is irreversible and expensive," said Paul Kellenberger, zSpace's president and CEO, in a statement, as reported by THE Journal. "With these applications, students practice repairs and techniques repeatedly, building strong skills, and schools save money and space."

Animating History

Corey Engstrom's fifth-grade students built an early American colony this year, populating it with figures from history-but instead of using clay, cardboard, and glue, they made the colony digitally, inside a virtual world. Using the platform CoSpaces Edu, which allows users to create their own virtual reality experiences, the students animated their colonists to buy and sell goods, board merchant vessels, and head out to sea for trade.

Engstrom's class isn't equipped with expensive headsets and gloves; students created the colonies on the flat screens of their Chromebooks instead. After creating a virtual world, CoSpaces users can don basic cardboard headsets to bring their visions to life in 3D, or choose to engage on a computer or tablet. The platform was recognized as a finalist in EdTech Digest's Cool Tools awards this year.

Even without fancy equipment, Engstrom said, the experience allowed students a chance to get a feel for what life was like long ago while gaining a better understanding of history.

"There's no replacement for an actual field trip," said Engstrom, who runs an online VR community that helps educators interested in the technology connect. "But virtual reality does provide an opportunity for a new level of immersion to a place they've never been-or like colonial America, a place they'd otherwise be unable to go."

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Will Virtual Reality Drive Deeper Learning?

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Though no hard numbers are available yet on how many K-12 classrooms are using virtual or augmented reality, new estimates suggest the technology could reach 15 million students by 2025.

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Future Ready: VR, AR, and MR in the classroom beyond the novelty.
Classroom level application of VR, AR, and MR content is a form of job readiness. These emergent technologies are fun and exciting, they can be used to captivate students but what's the learning value beyond that? As educators we regularly asking ourselves what is the educational value, how will this help me achieve my content goals and prepare my students for the world that awaits them. Fair and valid concerns that I hope this blog post will address.

AR has been around since the early Nineties 1 but until recently it was slow to be adopted by the masses as a useful technology. One exception would be video games which have heads-up displays (HUDs) in car games, war games, in just about everything with a live score (constant feedback). These entertainment venues have now informed the real world, one example is John Madden Football being used by the NFL to create a better viewing experiences (augmented experience) for viewers. 3,4
1
We should define VR, AR, and MR, since the purpose of this blog is to explore career readiness I will use the definitions as explained by the AREA (Augmented Reality for Enterprise Alliance), the only global member-driven trade organization focusing on reducing barriers to, and accelerating the smooth introduction and widespread adoption of Augmented Reality by and for professionals.

Virtual Reality (VR) - technology that relies on software, hardware, and content but without the physical world and is 10 0% imaginary or "synthetic." 2

Augmented Reality (AR) - always involves adding digital information in a manner that's tightly synchronized with the physical world. Augmented Reality is the suite of enabling technologies and the resulting experience of a user when highly contextual digital information (in the form of text, images, graphics, animations, video, 3D models, sound or haptic stimuli) is presented in a manner that's synchronized in real time, and appears attached to physical world people, places or objects. 2

Mixed Reality (MR) - On one end is the physical world without any digital enhancements and, on the other, the purely digital world (Virtual Reality). Augmented Reality is a form of mixed reality that is closer to the physical world than the purely digital world. 2

At the AR in Action Summit (MIT Jan 17-18, 2017) vendors, academics, and industry professionals gathered to share AR experiences and develop a future for AR. AR's application across many different industries was prevalent.
Architecture
I learned about how architectural firms are regularly using AR and VR to illustrate designs and models for their clients. This powerful example shows AR and VR applied in the workplace, here is one example from Arrowstreet. 6

And another example from Balti Virtual ( http://baltivirtual.com/ ) showing their work with Baltimore's Port Covington project.

These examples allow architects and developers to have meaningful discussions with clients about the projects that they are working on. In both cases, these companies have found that AR/VR opens the door to discussions with clients that were previously much harder to attain and that lead to a higher quality end product. Visuals of doctors with an Oculus headset connected to a live camera reminded me of FPS gameplay.
Medicine
Medical practitioners shared examples of enhanced Spinal and Lung Surgery all aided by VR/AR/MR applications. Doctors reported more effective and efficient surgery aided by these technologies, leading to higher quality medical care.
Emergency Services
During the summit Fire Department Captain Kirk McKinzie gave a call for help to industry professionals to continue to develop AR hardware to support the rapid rescue of victims in emergency situations.
Consumer
Among the vendors were HoloTats & UA Play which offer an AR experience for consumers.
Workplace
PTC's Thingworx demonstrated how manufacturers and servicemen can repair and build products aided by AR visualizations of tasks and steps for a wide variety of projects.

Further, in the workplace it became clear that subject matter experts are now able to work at a distance and can guide lesser skilled/qualified people through complex tasks all through AR.
Summary
The emergent fields of VR, AR, and MR are rapidly expanding and are among the few technologies that we can most definitely target as relevant to our students' future workplace. Our students will be called upon to leverage this technology and to improve it in their future careers. Recent predictions state that by 2025 14 million workers will use AR in their workplace, up from 400,000 presently. 7

So what can we do in the classroom? We need to share our experiences with AR to better inform educational applications on their creation and development of student learning experiences. Current research states: "While AR technology has been improving, it can still be difficult for students to use; therefore, more studies related to the development and usability of AR applications are needed. Within this line, learners' opinions about usability and preferences must be examined in AR based learning environments." 8 These "studies" can include our classroom experiences as a form of action research to promote meaningful change in practice and use of innovative technology.
References

1. "Augmented Reality in Education" http://www.arined.org/?page_id=43 retrieved 1.25.17

2. " Augmented Reality Defined" http://thearea.org/augmented-reality-defined/ retrieved 1.25.17

3. Gordon, Bing "Gamers know AR" Lecture at AR in Action (MIT, 1.18.17) www.arinaction.com

4. Pierce, David " 25 years of Madden, the video game that changed football forever" (2014). http://www.theverge.com/2014/1/31/5365700/25-years-of-madden-the-game-that-changed-football-forever retrieved 1.25.17

5. "The AREA Faq" http://thearea.org/area/faq/ retrieved 1.25.17

6. Arrowstreet www.arrowstreet.com retrieved 1.25.17

7. Gownder, J.P. (2016) "How Enterprise Smart Glasses Will Drive Workforce Enablement - Forecast: US Enterprise Adoption And Usage Of Smart Glasses" published April 21, 2016.

8. Akçay, M. and Akçay, G. (2017) Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Published in Educational Research Review 20 (2017) 1-11.

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Future Ready: VR, AR, and MR in the classroom beyond the novelty

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Future Ready: VR, AR, and MR in the classroom beyond the novelty. Classroom level application of VR, AR, and MR content is a form of job readiness. These emergent technologies are fun and exciting, they can be used to captivate students but what's the learning value beyond that?

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Lifeliqe VR Museum brings Lifeliqe's interactive learning experiences into VR for the first time! Learn about a cell, join ancient dinosaurs for a walk, or visit a prehistoric settlement that dates back to the seventh century B.C. These immersive learning experiences empower students to spark light bulb moments.

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I just got back from ISTE 2017 in San Antonio Texas. Saw some really cool things with emergent technology that I'd like to report on. Specifically, I was excited about some of the augmented reality products that I see coming and becoming increasingly accessible for educational use.

First, I was impressed by what I saw with the Google Expeditions AR project. I spent some time with the Expeditions AR selfie sticks, playing with their AR experience. Here's a video of me going through a blood vessel you can see the red blood cells as we go right through it.

A pretty cool product. I'm really excited to see that Google Expeditions AR is taking the collaborative feature which we can use in Google Expeditions (VR) and bringing it into an augmented reality world. This will allowed for impressive shared-experiences within our classroom, keeping us mentally and physically present in the learning space. I'm not sure when the full rollout of this is going to happen but I know that the Google Expeditions AR folks are looking for pilot schools to test out the product and get it ready for a full-scale K-12 availability. If you are interested in being a pilot school fill out this form: https://goo.gl/N8EDii .

During my ), which allowed you to take elements from the periodic table of elements put them underneath your phone (for AR) and you could see how they looked and changed as they were combined with chemicals that they are compatible with. Unfortunately, Elements 4D is no longer under any future development by Daqri, as they are now focusing their research and development on producing augmented reality workshop at ISTE, I invited Jeremy from Merge Cube to bring in his product to give attendees some hands-on experience. The Merge Cube ( www.mergevr.com ) is a foam cube that reminds me a lot of what I saw with Elements 4D ( http://elements4d.daqri.com/ AR smart glasses.

Merge Cube is taking AR and bringing it into this digital and physical world through smartphones that we already have access to. This will allow students to handle the manipulative and turn it and shift it use it as a game piece, or game board, all viewable through mobile technology. MergeVR will be selling their own viewer but, I tried it out with my Viewmaster AR and found the clicker allowed me to click through the features just fine. I had a chance to take this home with me and give a try with my 7 and 10-year-old and they were pretty excited about how easy it worked and how they were able to immerse themselves in an AR World pretty quickly. Look for Merge Cube in stores soon!

At the Microsoft Partners Booth I worked a little bit with Martin from . I found Lifeliqe was really cool especially when you experience it through the Hololens. They've been investing a lot of time in developing for the hololens anticipating that this is part of the future for education. The Lifeliqe that has a free one month download of their features which are connected to various science textbooks as well as Next Gen Science learning standards. I recommend checking out Lifeliqe for their 1-month free trial and see if it's a good fit for you. There are over 1000 different three-dimensional models available through the Lifeliqe app in IOS and Android. Their models are changeable you can move them up and down increase their size you can even record screenshots. Additionally, in the app, you have the ability to view in a are so if you were looking at a Stegosaurus you could actually put it on a table or on your friends head and record the process and insert it into a project slide show. Lifeliqe's work with the hololens really looks like the way things are going, I had the opportunity to try it out a couple of times and found it is really cool to increase and decrease the size of a lunar eclipse as an example and walk through that lunar eclipse and get a real up close look at it. Additionally, what I wasn't really ready for was to try out Lifeliqe VR.

They've developed a several VR experiences for the HTC Vive these experiences are unbelievable I went for a tour of the International Space Station from space so I got to fly around the International Space Station and experienced their three-dimensional modeling.

I've seen video of people using HTC Vive and I've watched them play games and all that, but I never experienced it for myself. I'll tell you right now the videos that we see do not do it justice this is a really powerful product that brings us into a VR world. I have really been spending most of my time looking at and thinking about, AR but honestly the VR stuff is really, really incredible and it really gets me closer and closer to that Star Trek Holodeck that we're all waiting for.

I think both AR and VR have a powerful future. In particular, augmented reality has come a really far away and as we saw at ISTE through several vendors. It's really amazing what our students are going to very soon have access to. I don't pretend to have seen every augmented reality experience at ISTE, and I'm sure there are other ones that were pretty awesome. But the Tango-enabled Expeditions AR, Merge Cube, and Lifeliqe or the ones that really popped out to me that I got some Hands-On time with and wanted to share with you.

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Augmented Reality Insights from #ISTE2017 #edtech @MergeVR @GoogleForEdu @Lifeliqe

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I just got back from ISTE 2017 in San Antonio Texas. Saw some really cool things with emergent technology that I'd like to report on. Specifically, I was excited about some of the augmented reality products that I see coming and becoming increasingly accessible for educational use.

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Teachers wish they can take their students on many field trips, but unfortunately, distance and budgets prevent that from happening. Now with ThingLink 360/VR, teachers can create virtual field trips to places like your state capitol. Our image of the week comes to us from Leilani Sills.
For the next couple of weeks, we will feature an image created during our ThingLink Summer Teacher Challenge. Our hope is two-fold: first, these posts will inspire you to incorporate ThingLink's 360/VR editor in your classroom and allow your students a chance to create with it. Secondly, we hope these posts encourage you to join in on the fun and learning. Maybe your image will be showcased!
Leilani's learning objective is stated on one of the tags, "Aside from the important duties the executive and legislative branches perform, reflect on the architecture of the State Capitol building. How do the architectural features symbolize various natural aspects of Hawaii?" Her students then have the opportunity to virtually explore some of the highlighted aspects of the state capitol like, for instance, how the forty pillars are shaped to represent palm trees. Finally, the students have a reflection activity with the tag taking them to Padlet.

Want your students to create virtual reality experiences?

If you already have a ThingLink Premium Teacher account, join us in the 4th annual ThingLink Teacher Summer Challenge. This online, self-paced professional development opportunity is designed to help educators learn to create interactive virtual reality experiences on top of 360° images with students.

If you didn't take advantage of the SUMMER17 coupon, you can still try the tools by signing up for the 14-day Premium Trial on thinglink.com/edu. This is plenty of time to try several of the activities on the task cards. Another option is to consider bringing ThingLink Premium to your team or school to receive greatly reduced rates on purchases of 8 or more subscriptions. Contact education@thinglink.com to learn more.

Sign up today!

Reserve Your Spot in the ThingLink Teacher Challenge in June!

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Image of the Week: Creating a Virtual Field Trip of Your State Capitol

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Teachers wish they can take their students on many field trips, but unfortunately, distance and budgets prevent that from happening. Now with ThingLink 360/VR, teachers can create virtual field trips to places like your state capitol. Our image of the week comes to us from Leilani Sills.

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Merge VR Goggles | Virtual Reality, powered by your smartphone

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The Merge VR Goggles are made of a soft, rugged foam made for everyday life. The headset is lightweight, comfortable and super easy to clean. Compatible with nearly any iOS or Android device from the last two years, the goggles provide an immersive experience powered by the smartphone you've already got in your pocket.

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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.

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.

If you are an teacher, edtech consultant, or administrator: Sign Up Now For Updates!

If you are a museum, art gallery, or historic site that would like to join our virtual tour platform please contact the closest HistoryView Service Provider to your location: Capture Your Space

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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.