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Hi. We're Magic Leap. We can't wait to show you what we've been busy building. Until then, visit our site to learn more about us.

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Google helps students take virtual reality field trips

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Google is teaming up with hundreds of schools to teleport students to far-flung places often seen in their textbooks. The program called Expeditions uses virtual reality. This is part of a widening initiative not just in the U.S., but also in Australia, Brazil, New Zealand and the U.K.

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Virtual Reality | United States | Aquila Education

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A few weeks ago at Google I/O, the Expeditions team released the news that people can now create their own Expedition using the Tour Creator. You can access the Tour Creator at https://vr.google.com/tourcreator/ ​

Once you open the page, click Get Started, and you will be brought to your Tour Creator home page with any previous tours you might have created. To create a tour, click on the plus button that says New Tour. You will then need to name your tour, give it a description and a cover photo.

Once you have created the tour, in order to add a new scene, click on Add Scene in the bottom left hand corner. You can then choose to either add a location using Google Maps, or upload a 360 degree image.

After you have selected your 360 image, click Add Scene in the bottom right hand corner. You can then title your scene and add a description. It is important to note, that even if your image is HD, the program will automatically reduce its quality. If you will be viewing the tour with a VR headset, this will not be a huge issue.

One of the great features about Google Expeditions is the ability to add hotspots and draw the students' attention to certain points in the scene. You can do this in Tour Creator by clicking on add a point of interest, on the right hand side. The point of interest will automatically be added to the center of the image. In order to move the point, click on the I so it is highlighted in blue, and then drag it to where you would like it. You can then add a title and description, and even a picture if needed.

Once you have finished adding scenes and points of interests, click the blue publish button at the top. A link will then automatically be generated that you can share with your students to either view on their computers or phones. If the students view the tour on their phones, they will have the option to view the tour in virtual reality mode, and can therefore use a VR headset and look around by turning their head.

View our tour at https://poly.google.com/view/eAg5M6Lp_Ij or one your phone at bit.ly/2IKcpU0

If you have a strategy or idea for our next blog or are interested in writing a blog post for us, message us at: info@aquilaeducation.com

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Virtual Reality | United States | Aquila Education

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A few weeks ago at Google I/O, the Expeditions team released the news that people can now create their own Expedition using the Tour Creator. You can access the Tour Creator at https://vr.google.com/tourcreator/ ​ Once you open the page, click Get Started, and you will be brought to your Tour Creator home page with any previous tours you might have created.

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Today's most popular augmented and virtual reality applications are typically available for mobile devices, but many classrooms have moved from tablets to Chromebooks, especially at the secondary level. The shift is often about giving students access to devices to help them build research and writing skills, but it's also about funding constraints. Chromebooks are often cheaper than other laptops and tablets like iPads, and they're simpler to manage for district technology departments.

While there are many benefits of Chromebooks in the classroom, the limitations on immersive technology are often not considered. These constraints may have been confining in the past, but we're beginning to see a new trend in web-based AR and VR. These tools are capable of using browsers on devices, even older ones, and don't require any app downloads. Below are a few recommendations that allow the creation of augmented and virtual reality experiences on Chromebooks.

Browser-friendly CoSpaces EDU allows you to create and build a virtual reality world as simply as dragging and dropping 3D objects into the VR space. Advanced students can animate characters and other 3D assets using Blockly or Javascript. The resource can be used on a Chromebook, laptop or mobile devices to allow students to easily design and share a VR world. Others can view the VR world by typing in the shortened link from any device. There's even an option to experience the immersive VR space inside of a headset.

CoSpaces

GET STARTED WITH COSPACES
Begin creating VR worlds by going to CoSpaces.io and signing up for a free account. When signed in, select "Create Space" under My Spaces and explore a library of objects to add to your VR world. Tip: Add additional scenes before previewing the space.

Create customized augmented and virtual reality interactive experiences using Metaverse Studio. The student builds the experience in the storyboard and adds various components such as polls, leaderboards, AR and VR portals and more. The creation options are limitless for classroom applications to include activities such as Breakouts, scavenger hunts, trivia games, interactive stories etc.

Metaverse

GET STARTED WITH METAVERSE
The experiences are built online with a Chromebook, PC or Mac and viewed on a mobile device. Apply for a free account at gometa.io and select "Create Experience." Add different components that suit the needs of the classroom. Easily share your experiences with a QR code or shortened link for others to experience inside the Metaverse app.

Android on Chromebooks

Chromebooks are adding even more flexibility for AR/VR world. Soon, newer devices will be able to run Android apps from the Google Play Store. Just as mobile devices use the camera function to superimpose augmented reality on top of the real world, a Chromebook can do the same using the built-in camera. The new performance will transform the Chromebook to include more tablet-like functionality.

The new feature will let many more classrooms use AR and VR tools, such as MergeVR's Merge Cubes, for learning. Keep in mind that managed Chromebooks may not have the option to run Android apps until district personnel authorizes the update. According to Google, education customers can manage their file-system migration remotely in the Admin console.

More browser-based virtual reality experiences similar to this interactive tornado by the Weather Channel are currently in the works, while various augmented reality tools are farther afield. Currently many are still in the development stage, but the interest (and necessity) in moving to web-based immersive technology tools will eliminate the need for individual app downloads, operating system limitations, storage issues and platform requirements once and for all. Considering the refresh rate of school district technology, this change will be no doubt warmly welcomed in the educational community.

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These New Web-Based AR and VR Tools Are Perfect for Chromebooks - EdSurge News

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Today's most popular augmented and virtual reality applications are typically available for mobile devices, but many classrooms have moved from tablets to Chromebooks, especially at the secondary level. The shift is often about giving students access to devices to help them build research and writing skills, but it's also about funding constraints.

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VR/AR Test Ninja | Test your device's mobile VR & AR compatibility

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VR/AR Test Ninja tests your device's compatibility and readiness for mobile virtual reality.

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easel.ly | create and share visual ideas using infographics

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easel.ly | create and share visual ideas using infographics

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Virtual Plant Cell: Cell Explore. VPC 360° by Plant Energy Biology.

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The Arc/k Project is raising funds for Perpetuity | Palmyra on Kickstarter! A virtual reality experience meant to preserve and recreate the historic Syrian site of Palmyra, which has been destroyed by ISIS.

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Wonders of Alaska | Merge Miniverse | Animal Planet

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Take an expedition through the Alaskan forest to discover bears and other native wildlife, visit a musher's camp and get pulled by a team of dogs, fly in a helicopter over expansive glaciers, and enjoy the raw natural beauty of the wild as you tour the Wonders of Alaska.

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https://www.virtualiteach.com/single-post/2018/02/09/VR-Tour-Apps---an-interactive-map

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VR Tour Guide Apps - an interactive map by Steve Bambury

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TOUCH this image to discover its story. Image tagging powered by ThingLink

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Vizor - Explore, Create and Publish VR on the Web

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Vizor is a platform for creating and sharing VR content on the web. All you need is a WebVR capable browser and a headset, although you can use Vizor without one. There is no need to download and install large native applications.

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Through our travels with the Google Expeditions Pioneer Program, we've worked alongside teachers and students to improve the overall Expeditions experience. One of the top requests we've heard from teachers and students is the ability to create their own Expeditions. Today, we are excited to announce a beta program that allows schools and educators to do just that. Classrooms will be able to create immersive tours of the world around them -- their classrooms, their schools, their communities. We'll provide participating schools with all the tools and hardware required to capture 360 images and curate unique Expeditions. For more information about the program, sign up here.

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Pioneer new lessons in your classroom with Google Expeditions

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Through our travels with the Google Expeditions Pioneer Program, we've worked alongside teachers and students to improve the overall Expeditions experience. One of the top requests we've heard from teachers and students is the ability to create their own Expeditions. Today, we are excited to announce a beta program that allows schools and educators to do just that.

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CyArk is a non profit organization founded in 2003 to digitally record, archive and share the world's cultural heritage and ensure that these places continue to inspire wonder and curiosity for decades to come.

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There are so many good 360 websites so I created a custom Google search engine to search them all when I want to find a 360 photo/video. I have over 85 websites now. Try it out at http://hostetter.weebly.com/360-search-engine.html My biggest challenge is I can't figure out how to search YouTube for only 360 videos. Any ideas or suggestions? Thanks.

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The above search engine doesn't search YouTube at this time, so also search YouTube using the 360 Filter .

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Curiscope Virtuali-Tee: Bring Learning to Life with this Augmented Reality T-Shirt

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Read reviews, compare customer ratings, see screenshots, and learn more about shARk by Curiscope. Download shARk by Curiscope and enjoy it on your iPhone, iPad, and iPod touch.

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VirtualiTeach shares ideas for harnessing augmented and virtual reality in education. It is also the home for the innovative CPDinVR events.

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VirtualiTeach shares ideas for harnessing augmented and virtual reality in education. It is also the home for the innovative CPDinVR events.

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VR Museums

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VirtualiTeach shares ideas for harnessing augmented and virtual reality in education. It is also the home for the innovative CPDinVR events.

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What happens when you bring together the limitless potential of kids' imaginations and the power of technology? When literacy nonprofit 826 Valencia and Google are involved, students' ideas transform from words on a page to an immersive experience. Check out this journey from the heart of San Francisco's Tenderloin neighborhood to an undiscovered-and very colorful-universe.

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Google Site

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Poly AOI

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Introducing the Poly API and Poly Toolkit

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Introducing the Poly API, now you can access our growing collection of creative commons 3D assets and interact directly with Poly to search, download, and import objects dynamically across desktop, mobile, virtual reality, and augmented reality.

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If you can't afford a field trip to the International Space Station, donning a boxy black headset might be the next best thing.

To take advantage of the latest in 3-D technology, teachers are increasingly expressing interest in using virtual reality to enhance science education.

There are no firm numbers about how widely virtual reality is being used in the classroom, but teachers interviewed by EdSource believe it can be an effective way to hold the attention of students accustomed to video games and digital media, as well as provide innovative ways to learn about the natural world.

Although the equipment needed to use virtual reality technology in the classroom can be expensive, David Evans, executive director of the National Science Teachers Association, expects prices to fall and virtual reality to eventually become a staple of science classrooms. "It's just a matter of time," he said. "We're just at the very beginning of this."

To help teachers learn how to use virtual reality, a panel at the National Science Teachers Association conference in late March will be devoted to "Virtual Reality's Emerging Future in the Science Classroom."

As California schools implement s new science standards known as the Next Generation Science Standards, adopted by the state in 2013, some teachers are also finding that virtual reality applications are helping them introduce the standards into their classrooms, especially as software companies begin to align their products with the standards.

"I have found this technology to be extraordinarily helpful in the classroom. Extraordinarily," said Tammy Dunbar, a 5 th-grade teacher at Lincoln Elementary in Manteca in San Joaquin County, whose students have used virtual reality as well as 3-D computer models to study science. "Is it the future? It has to be."

In Dunbar's class, students use a computer application called Lifeliqe (pronounced "lifelike") that includes more than 1,000 3-D images of plants, animals and natural features like volcanoes and rivers. Using laptops provided by the district, students can click on a beetle, for example, and zoom in, turn it around, read descriptions of the wings, thorax and other parts, and even move the beetle into a science report or photograph.

A school-wide subscription to Lifeliqe costs about $5,000 annually, which allows all students at the site to use the software. That compares with the $119 annual subscription that individual consumers would pay.

Lifeliqe offered Dunbar's class subscription for free because she teaches at a Title I school, where most students come from low-income families. Virtual reality lessons and gear were also provided for free as a trial.

Last week, Mark Andersen, the co-founder of the San Francisco-based Lifeliqe, went to Lincoln Elementary to give Dunbar's students a virtual reality science lesson. Andersen brought a headset, controllers and other gear so each of Dunbar's 30 students could have a five-minute opportunity to inspect a grazing dinosaur, swim along an ocean floor, wander around the inside of a plant cell, explore the International Space Station or embark on other virtual science adventures.

Julio Meza was the first to give it a try. While he moved around a prehistoric jungle, the images he viewed in the headset were broadcast on a large screen so the other students could watch.

"Oh, God, it feels weird! It's so cool," Julio said as he climbed a virtual palm tree. "It's kind of scary. It's like you're actually there."

Andersen asked Julio - as he asks all students - if he felt motion sickness. About 1 to 2 percent of those who try virtual reality suffer from dizziness, he said. Julio said he felt fine and continued ambling through the jungle.

"Julio, when you pet the stegosaurus, he'll go into a defensive posture. Just so you're not alarmed," Andersen said. "Remember, you can fly if you want."

Julio did just that - pet the stegosaurus, then flew around its side to look closely at the dinosaur's scales, spiky tail and the plates on its back.

Lifeliqe is one of several companies offering virtual reality and 3-D software to schools. Nearpod, Facebook's Oculus and Google's Expeditions are some of the more popular platforms, used in schools around the world to provide virtual field trips to natural history museums, tours of the solar system and human bloodstream, and other science-themed experiences.

In virtual reality, users wear a headset that's connected to a computer. Three-dimensional images are displayed on a screen inside the headset, and users can move around the virtual environment by using a controller or simply turning their heads. Some virtual reality applications are responsive, which means the environment can change based on the user's actions. The stegosaurus will crouch when it's pet, for example, or a door will open when the user moves his or her hands.

Virtual reality has been around at least 60 years, as the first flight simulators were used to train pilots. In recent decades it's been used primarily in the gaming industry, but about five years ago developers started creating educational applications, such as 3-D tours of Machu Picchu, the Palace of Versailles and King Tut's tomb. Expeditions now includes more than 400 educational options, including college and career tours.

No one formally tracks the number of schools using virtual reality, but Andersen said more than 1,000 students and teachers in California have tried Lifelique's virtual reality app since September. Expeditions has been used by more than 1 million students around the world, and another million in Great Britain are expected to get a free trial of Expeditions this fall, according to Google spokeswoman Liz Markman.

The only publicly available poll of teachers on this subject was conducted for Samsung, which produces virtual reality gear. The June 2016 poll of 1,012 teachers, which Samsung says was a representatives survey with a margin of error of +/- 3.4 percent, showed that only 2 percent of teachers were actually using virtual reality technology, although 68 percent said they would like to do so to enhance course content. Thirty-six percent said they thought their school or district would use virtual reality within five years.

Some of the educational software, including some by Lifeliqe, is available for free, but the gear - the headsets, earphones, routers and other equipment - can cost anywhere from $500 to more than $1,000 per set. Depending on the system a school chooses, costs could include the price of headsets and other gear, as well as software. The Oculus Rift, one of the more popular sets, costs $599 on Amazon. Outfitting a class of 30 students with Expeditions gear would cost $10,000 at Best Buy. Some schools have been able to offset the costs through grants from private foundations or discounts from the manufacturers.

Google also has offered a less expensive, low-tech alternative: Cardboard, a virtual reality viewer made of paper and plastic that works with a cell phone, available for about $10.

Virtual reality is essentially the next step in simulation or modeling technology, both of which have been used for years in classrooms, Evans said, referring to the early flight simulator technology and images that can be manipulated on a computer. "Instead of the real thing in front of you, you have a model. There's nothing new about that," he said.

While virtual reality will never replace real-life field trips or science experiments, it can be a useful supplement in the classroom, Evans said, especially in schools where money for field trips is scarce and chemistry labs might be less than state-of-the-art.

"Suppose you walked into a virtual lab, and you could pour chemicals from one beaker to another, or take a tissue sample and isolate the DNA," he said. "A combination of virtual reality and real-life science experiments could end up being a very powerful tool."

The challenge for teachers is finding ways to incorporate the technology into science lessons, something he hopes software developers keep in mind as they create future applications, he said. Lifeliqe's virtual reality software is designed to be used with the Next Generation Science Standards being implemented in California and 15 other states.

Later this month at Stanford University, a conference for college students called Treehacks will feature a panel on virtual reality in the classroom. One of the Treehacks panelists, Dane Lancaster, senior director of technology at the Marin County Office of Education, said virtual reality has been especially effective among Marin's special-education students and those in alternative schools.

At Marin's Community School, which serves students who've struggled in a traditional public school setting, a recent lesson using virtual reality was immensely popular with students, he said. Like at Lincoln Elementary, students could choose from about a dozen virtual reality options, including the Viking landing on Mars, an oxygen atom, dog anatomy and structure of the earth.

"These are tough kids. It's unusual for them - or any high-school kid, for that matter - to focus for more than 15 or 20 minutes. But when we did virtual reality, they were engaged for hours," he said. "They were laughing, learning, paying attention. It was amazing."

For students with physical limitations, virtual reality helped them feel what it's like to dive into the ocean, climb a mountain or fly an airplane, he said.

"Anything's possible," he said. "We're still in the early stage of this technology. It's only going to get more incredible as time goes by."

At West Adams High School in central Los Angeles, engineering and architecture teacher Katherine Simon just received a grant to purchase two Oculus virtual-reality sets for her students. By connecting their computerized drawings to virtual reality, the students will be able to walk through buildings they've designed, viewing their work in immersive 3-D.

The technology will not only help them be better designers, but will prepare them for careers in engineering and architecture because some firms now use virtual reality to showcase drawings for clients, said Simon, who worked as a civil engineer before becoming a teacher three years ago.

"It's really exciting. The students are so creative - this really allows them to see their work in a new way," she said. "It's a learning process for me, too, though. The technology is so new. If this is what we're doing now, then what's the future? Holograms? It's changing all the time."

Some teachers acknowledged the irony of giving students more screen time when they probably spend too much time in front of screens already.

But Dunbar, at Lincoln Elementary, noted that this generation of students has been using computers since they were toddlers, and technology might be the best way to capture their interest.

"I know technology can be addictive, but it can be useful, too," Dunbar said. "A lot of the kids in my class, God bless them, have not left Manteca. If I can put them in the International Space Station or let them swim with sharks for five minutes, I'm going to do it. It just breaks open their whole world."

Fifth-grader Cristina Solis had no hesitation when she put on the virtual reality headset at Lincoln Elementary last week. She zipped from one experience to the next like she'd been doing it for years.

"I like the plant cell the best," she said when her five minutes were up. "I love how you could walk into it and look at things. That was really cool."

So does it make her want to be a scientist someday?

"Yeah," she said. "Definitely."

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Teachers eye potential of virtual reality to enhance science instruction

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If you can't afford a field trip to the International Space Station, donning a boxy black headset might be the next best thing. To take advantage of the latest in 3-D technology, teachers are increasingly expressing interest in using virtual reality to enhance science education.

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HMH Field Trips powered by Google Expeditions

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HMH Field Trips is a new virtual reality experience for teachers and students. As a Google Content Partner, we have developed 3D, 360º panoramas that can be accessed through the Google Expeditions app, allowing students to explore scenes from science, and history without ever leaving their classrooms. Teachers can lead and engage all learners with interactive guides and enhanced lessons.

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I started the Humans 2.0 podcast because I wanted to learn from others and share the same things I learned with anyone who wants to listen .

Kevin and I talk about his amazing journey creating an augmented reality (AR) app in less than a day.

Kevin's "Emotion Cube" is an AR app for the Merge Cube . The application was initially designed to help children identify six feelings/emotions including happy, sad, angry, bored, scared, and sick/gross .

Approximately one in five children have a diagnosable mental health problem. Children with symptoms of or diagnosed anxiety, depression, and attention deficit disorders are also impacted by their social and emotional development . Research also shows that the earlier children receive intervention in these areas, the more they will be successful with their peer and familial relationships .

Children can maneuver the cube to see each side of a character depicted specific emotion . This enables psychologists to begin a dialogue with the student(s) about their ability to identify the emotion, engaging in conversation about their own experiences in which they have elicited such emotion .

The Emotion Cube is also designed to present role play scenarios to assist school Psychologists in investigating and modeling appropriate peer interactions . The Emotion Cube has been designed with the elementary aged students in mind. As the technology of the Cube advances, so will its capability to be used with students in secondary . education settings

The Emotion Cube can serve as part of teaching and provide related services for children with disabilities, such as autism, speech/language impairments, and other social/emotional disorders, as well as a component of intervention within multi-tiered systems, approach for all students .

The Emotion Cube was trialed with a group of 5th-grade male students whose group focus had been on "Peer Pressure ." The counselor estimated on average that it took approximately ten minutes for student engagement with variable response times ranging from 2-5 mins .

Upon introducing the Emotion Cube, student engagement was almost immediate, it consistently took less than one minute for a student to provide insightful and related feedback . Furthermore, students were engaged on average for more than 20 minutes, resulting in more than half of a counseling session . With this level of student engagement, students were able to effectively provide meaningful feedback . For example, when being shown the "sad" character, the student stated that the character was "alone ."

When asked about this, the student elaborated that they felt alone because they did not want to do what their friends wanted them to do, thus, not succumbing to peer pressure . This then allowed the School Psychologist to facilitate conversation regarding student's feelings and proposed solutions with similar situations . Using the Emotion Cube encouraged continued discussion across following sessions and indicated supporting, promising evidence that with this technology, students are able to increase their emotional responsiveness and expression with others .

Color Black utilizes 3 different modules for its student curriculum.

Have student(s) identify and label emotions

Roll the cube and have them role play the emotion or discuss a time when they felt that way

Have the student(s) label the first action they see. Encourage them to use the action in a sentence or short story.

Have the student(s) act of the movement

Roll the cube to randomize the social scenario. Take turns talking about the interaction occurring. Ex: "What do you think they are saying?" "Have you had a similar experience?"

Conclusion

Check back on this page frequently for updates and additions.

We've seen a tremendous amount of disruptive change coming from the Augmented Reality Industry. Emotion Cube is only the first step towards a prosperous future. It is surely certain that this kind of content will accelerate based on future trends.

You most likely have some other AR ideas that can change the world! Share them with us on social media!

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This AR App Helps Children with Mental Health Needs | VU Dream

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I started the Humans 2.0 podcast because I wanted to learn from others and share the same things I learned with anyone who wants to listen . Kevin and I talk about his amazing journey creating an augmented reality (AR) app in less than a day.

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Are you curious about using augmented or virtual reality in your classroom? If you've already tried it out, are you looking for more app and lesson plan ideas? Either way, we've got you covered. Start with the Google Cardboard headset (it's only $15), and whether you're using iOS, Android, Chromebooks, or iPads, we've curated an assortment of apps and lesson plans to try out with your students.

Keep in mind there are ongoing debates around using virtual reality with kids. Skeptics argue that VR experiences can't create genuine empathy, that VR simulations make females sick at higher rates than males, and that ethical considerations -- from psychological implications to privacy concerns -- are urgent issues.

That said, many educators use virtual and augmented reality in their classrooms with positive results. Considering these ongoing debates, you'll probably want to try it out and decide for yourself. We've collected the best lesson plans, apps, and teaching strategies below. Don't forget to check out our Top Picks list for even more tool ideas.

1. Build Global Awareness with Virtual Reality Field Trips

Teachers are using virtual reality apps like Expeditions and Discovery VR to teach cultural understanding, global awareness, and historical perspective. Paired with Google Cardboard, these tools can transport students to other countries or immerse them in historical civilizations. But the key for creating deeper learning lies with the underlying lesson plan. How do you integrate a virtual field trip into your instruction?

It's important for students to demonstrate learning after a virtual experience: One teacher recommends students give a short presentation after exploring the pyramids of Giza. Have students interact with ancient Egyptian artifacts, listen to experts, and record their findings. Then they can share their learnings with the whole class. Or try a virtual expedition to Africa followed by an activity around ecotourism. Students can use Discovery VR to explore Africa's unique geography, then create short skits to investigate various perspectives on conservation and tourism.

Nearpod also offers VR lessons that leverage virtual travel along with related activities, like a visit to La Sagrada Familia in Spain to learn about symbolism in architecture, followed by a drawing exercise. In partnership with Google Expeditions, Houghton Mifflin Harcourt offers curriculum-based virtual reality field trips, like a journey through prehistoric caves during the Age of Dinosaurs and a visit to the Everglades to experience the lives of the ancient Seminole tribe.

2. Use Augmented Reality Apps to Enhance STEM Lessons

Just as teachers can thoughtfully integrate VR field trips into their social studies lessons, apps like LifeLiQe and Elements 4D by DAQRI can enhance STEM education. One fifth-grade teacher raves about using LifeLiQe to examine 3D models of plants, animals, and geographic features with her students. They can study each model by rotating, swiping, and zooming in and out; the augmented reality feature lets students take photos or videos of the model with themselves or their surroundings. The platform is aligned to Next Generation Science Standards and includes hundreds of lesson plans, covering topics like the circulatory system and the water cycle.

Teachers can integrate Elements 4D by DAQRI into lesson plans focused on exploring elements and chemical reactions. This chemistry app uses augmented reality, paired with six DIY paper blocks, to bring chemical equations to life. Each side of each block template is printed with the symbol for one of 36 elements. Once the blocks are assembled, students can work in pairs or small groups to bring element blocks together and use an iPad to see if they react -- if they do, students will see an augmented version of the compound that's created and its chemical equation. Visit the developer's website to find chemistry lesson plans for elementary, middle, and high school classrooms, all for free.

3. Explore Empathy with Virtual Reality Experiences

Although skeptics have argued that VR experiences can't create genuine empathy, some teachers who use apps like NYT VR see real potential for social and emotional learning (SEL). As with other subjects and skills, the key may be integrating VR experiences with additional activities and assessments that deepen learning. Students at a high school in Los Angeles used virtual reality to witness the impact of an explosion in Syria. After the virtual activity, the students were able to connect with Syrian kids in a refugee camp for a live video discussion about their experiences.

A middle school teacher in New York shared a lesson plan that starts by sandwiching a VR experience between discussions around the technology's potential to create empathy. His students use Google Cardboard and the NYT VR app to view a short video about three child refugees, then read the accompanying articles about each child's circumstances. These activities proved to be great motivators for reading and writing lessons. Related reading material can deepen the VR learning experience, as well as follow-up discussions that ask students to reflect on not only the differences, but the similarities between those kids in faraway countries and themselves. Ask students to imagine what type of virtual film they might create to share their own lives with other kids around the world.

4. Create Augmented and Virtual Reality Media

Teachers are not only guiding students through VR and AR experiences, they're getting kids to create their own 3D media with apps like CoSpaces Edu and Aurasma. One fifth-grade class used Chromebooks and the CoSpaces Edu app to build a virtual American colony with animated colonists who traded goods and sailed on merchant ships. Students could use Cardboard headsets to then experience the colony in 3D. Although students will need to know how to code to use the CoSpaces app, they can deploy it across various subject areas to create infographics, tell stories, or model scientific principles.

Students can use the Aurasma app to create augmented reality enhancements for posters, writing assignments, and artwork. They choose an Aura overlay and a trigger photo or object; the overlay can be a video, an image, or an animation that will appear when someone finds the trigger. This type of media creation allows kids to get creative while making deeper learning connections between the physical triggers and digital Auras. For example, students can create Auras to show videos of themselves reviewing a novel or narrating the biography of a classmate. Integrating AR creation into your lesson plan can help students think critically about both content creation and presentation strategies.

Do you have any tips for using AR or VR in the classroom? Leave a comment below! And if you're interested in learning more on the topic, check out these articles:

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4 Ways to Use Augmented and Virtual Reality Apps in the Classroom

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Are you curious about using augmented or virtual reality in your classroom? If you've already tried it out, are you looking for more app and lesson plan ideas? Either way, we've got you covered.

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1, Educate yourself. Read and have a conversation about VR. There are plenty of resources available, do your own research and due diligence into the value of VR in education.

2, Experiment. Yes we've all heard of it, Google Expeditions. I do see value with expeditions especially since it's free and available on both Android and iOS. All you need is a cardboard sleeve, a capable mobile device and you're set to experience VR.

3, Dream. VR is not yet ready for widespread K12 adoption due to barriers such as cost and limited content however there are a growing number of appropriate VR experiences that can be used in the classroom.

Shout out to all my colleagues, see links at the end of this article, who are taking thoughtful steps to appropriately integrate VR into their curriculum. Your efforts are integral to the success of VR as a trans formative educational medium.

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InTELA VR Day, Oct 23rd, 2017 - Thank you to all those that presented and coordinated with me!

The week of October 23rd, 2017, had me at 3 conferences. InTELA VR Day, xRinEDU and CUE Fall. The goal for my involvement in these conferences was to assess the state of VR from the educators perspective as well as from the XR industry. Generally speaking virtual field trips seem to be high on the wish list of most educators. In panel discussions, industry leaders noted virtual field trips as VR experiences that are appropriate and add value to the classroom. While I agree that being able to virtually "visit" a foreign place, experience a new culture and even transcend time does add value to education, there is so much more VR content available TODAY that can dramatically change the K12 classroom.

First, Virtual Reality stands somewhere in the "Slope of Enlightenment" inside the Gartner Hype Cycle. We've past the initial phases and are just getting through the Trough of Disillusionment.

Wait, Trough of Disillusionment? Yes negativity towards VR, think Augmenter Reality taking the wind out of the Virtual Reality sails or a lack of high end VR headsets sales from HTC and Oculus. This does not mean that VR has lost its value or that developers have given up on the technology. So as educators, we should be looking for appropriate, value additive VR content to enhance our lessons, engage students and inspire them.

Since the release of HTC's Vive and the Oculus Rift, K12 educators have wondered how might VR change the landscape of education. Today the VR industry is taking a multi-pronged approach to VR , High end Vive/Rift, Mid level GearVR/Daydream and soon to be Oculus Go and Entry level mobile VR with a head mounted sleeve. A decent amount of content for K12 exists in the entry level. Google Expeditions, Apps for the Sciences, Apps for the Human Anatomy, The Blue Whale, Tilt Brush Gallery, Youtube 360, CoSpaces and Thinglink are just a handful of VR experiences or content providers available today.

If we're looking to add value in the classroom, most of these VR experiences don't have much "replay". As educators we need ways to drive student engagement and increase agency. A good way to achieve both is through creation. Youtube 360, CoSpaces and Thinglink all allow for the creation of content in addition to the control over the content the viewers have when they are inside of the VR experience.

If you've got a film class, task your students with creating a 360 film. What's great about 360 video is that, not only are you giving your students a new medium to create with, their audience now also has control over their experience when they watch the film. The medium of 360 video creates new challenges when filming, remember to keep the camera stationary, use redirection with characters or objects and remember that your audience can look in any direction so you must stage the whole scene. Shoot your video, edit it and then upload it to YouTube for your audience to watch.

CoSpaces allows users to create stories. Users are given a blank canvas and tools to create a virtual world with basic shapes and objects. Furthermore, you can import 360 imagery to create additional depth and you may import 3d objects you've created or curated elsewhere so long as the files are fbx, stl or obj. Let's not forget that CoSpaces engages it's users further through the use of code. You can animate objects and create sequences with Blockly, JavaScript or TypeScript. Lastly, public demonstration of work is critical. The reinforcement achieved when students become teachers is strong. They do this with CoSpaces traditionally on a computer or in VR.

Take a 360 image, annotate over it and create an interactive experience with text, images, web links, video & audio. Create multiple Thinglink stories and link them together through web links to create a walk through virtual field trip.

Moving ahead to the high end VR market where Rift and Vive live, there are a large number of applications that serve the Architecture, Engineering and Construction industry like MakeVR Pro from Sixense which uses a real CAD engine. The Film industry is also benefiting from VR through short films from companies like Baobab Studios who have won an Emmy for their VR work. In this article though, I'd like to focus on Virtual Reality in healthcare where we find life changing applications for VR in healthcare education, training and in direct connection to patient health.

First education. YOU by Sharecare contains medically accurate representations of the human body and it's organs. Furthermore it allows users to visually see, and explore, not only a healthy human body but experience how body parts are affected by disease and how life style changes can battle those ailments.

VR is also gaining traction as a cost effective and valuable tool to train physicians and medical staff for various hospital tasks including infant trauma surgery. In April of this year I attended a panel which included Parisa Zaga of Facebook/Oculus, Rik Shorten of BioflightVR, Shauna Heller of Clay Park VR, Dr. Todd Chang of Children's Hospital LA, and Tom Dolby of AiSolve. This rock star group and their organizations created virtually a 1:1 VR solution to train medical staff on the ins and outs of infant trauma training. Typically Children's Hospital LA spends roughly $430,000.00 annually to train professionals in a physical space at the hospital and the VR solution costs less, does not requite the use of a facility, can be done anywhere and can be assessed as needed.

How can VR directly impact a patients health? Surgical Theater combines real patient CT and MRI images to create an accurate 3D model of the patients anatomy and disease. From there surgeons can rehearse brain surgery routines specific to the patients anatomy so that when they perform the operation, they are not going in for the "first" time and have additional "practice" through rehearsal. Dr. Neil Martin, Chief of Neurosurgery at UCLA Medical Center, said in an interview, "...and now with the virtual reality headset you can actually fly inside the skull, look at the tumor from every possible angle, memorize the anatomy so that when you get to surgery it's deja-vu."

I recognize that as K12 educators we're not likely going to be training our students on trauma surgery or ask them to rehearse brain surgery, however my point is that Virtual Reality is being used in the professional world now. Our students will graduate K12, go to university and enter a professional workforce unlike what we know today.

As an Educator I encourage you to prepare yourself for the use of Virtual Reality in your classroom. Begin by Educating yourself, Experimenting and Dreaming about how Virtual Reality can impact your classroom now and in the future.

Great People and Resources for Virtual and Augmented Reality in Education:

Steve Bambury, - https://www.virtualiteach.com
Jaime Donally, - https://www.arvrinedu.com
Michael Fricano II, - http://www.edtechnocation.com
Corey Engstrom, - http://www.teachinvr.com

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What Educators need to know about Virtual Reality now

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1, Educate yourself. Read and have a conversation about VR. There are plenty of resources available, do your own research and due diligence into the value of VR in education. 2, Experiment. Yes we've all heard of it, Google Expeditions. I do see value with expeditions especially since it's free and available on both Android...

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Introducing Poly: Browse, Discover and Download 3D Objects

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Poly is one place to discover, view and download 3D models and scenes. It lets you quickly find 3D objects for use in your apps, and it was built from the ground up with AR and VR development in mind. http://poly.google.com

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Poly

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Discover the breadth of careers in the tennis industry w/ #CareersBeyondtheCourt, new from @USTA & @DiscoveryEd!

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For the past two years, Expeditions has been a tool to extend learning inside the classroom, helping students to see and experience the world in new ways, visit college campuses, gain exposure to new career paths and role models, and learn about various social impact initiatives happening around the globe. During this time, we've heard from students, teachers, and even our friends, that they'd love to explore and learn from Expeditions outside the classroom .

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Adventures abound: Explore Google Expeditions on your own

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For the past two years, Expeditions has been a tool to extend learning inside the classroom, helping students to see and experience the world in new ways, visit college campuses, gain exposure to new career paths and role models, and learn about various social impact initiatives happening around the globe.

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What if you could step inside your favorite song and get a closer look at how music is made? That's the idea behind our new interactive experiment Inside Music.

The project is a collaboration with the popular podcast Song Exploder and some of our favorite artists across different genres - Phoenix, Perfume Genius, Natalia Lafourcade, Ibeyi, Alarm Will Sound, and Clipping. The experiment lets you explore layers of music all around you, using spatial audio to understand how a piece of music is composed. You can even turn layers on and off, letting you hear the individual pieces of a song in a new way.

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Song Exploder Presents: Inside Music by Google Creative Lab | Experiments with Google

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What if you could step inside your favorite song and get a closer look at how music is made? That's the idea behind our new interactive experiment Inside Music. The project is a collaboration with the popular podcast Song Exploder and some of our favorite artists across different genres - Phoenix, Perfume Genius, Natalia Lafourcade, Ibeyi, Alarm Will Sound, and Clipping.

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I still have a lot of friends who come to me and complain about poor Wi-Fi range and speeds - even when they are using a power-packed Broadband plan. As it turns out in most cases, Router is undeniably the villain. They would be using the same old wireless router for 5 or 6 years and then blame their home and ISP for a bad speed. So, the first thing I tell them is to purchase a new wireless router that uses modern technologies and ensures better speed. And, then they have the next question: can I get a best router under $100?

Best Routers Under $100 - The Winners!

Yes, definitely, Yes. There are super-cool wireless routers you can get without spending more than $100. In addition to doing the basic job, you can have a bunch of awesome features as well. In case if you didn't know, Wi-Fi speed really depends upon range and the intensity. So, if all your smart home appliances and phones are connected to the same router, it's high time for the upgrade. To address this frequently asked question, I have created a list of the best routers under $100. If you don't want to read much, take a look at Quick Recommendations.

Best Routers Under 100 - Our Top Picks 2017!

After doing an extensive research on Best Routers Under $100 available in the market, here are our top recommendations for the Best Routers Under $100 for you:

Best Routers Under 100 - Detailed Review!

Below are the models of Best Routers Under 100 reviewed by HomeTronix Expert's. Hope this helps you to find a Best Routers Under 100 which fits your budget and expectations.:

It's not the most expensive wireless router in the list, but one of the most used and reviewed ones. If you're looking for a router for speed upgrade and standard features, TP-Link AC1200 Wireless Wi-Fi Dual Band Fast Ethernet Router should be just fine. Plus, you're spending a relatively-lower amount.

I have used this router in many of my friends' homes, and the speeds were pretty awesome. We also did an intense online gaming session, which went well. The device comes with Dual Band - 5GHz at 867Mbps and 2.4GHz at 300Mbps - and dual antennae. The range was superb, even with some bulky stuff in-between.

It also has some additional features you would not expect for the price tag. For instance, Bandwidth Control via QoS is helpful for allocating certain bandwidth to your devices. So, when you need maximum speed, Fast Processing Single-Core Processor would be enough.

TP-Link has included some other features like Media Sharing, via USB Port. It's cool-enough that you'd access the file from any connected device. Also, the TP-Link Tether app is a blessing for managing settings from one Android or iOS device. Last but not least, it's compatible with 802.11a/b/g/n and 802.11ac devices.

Summing up, TP-Link AC1200 Wireless Wi-Fi Dual Band Fast Ethernet Router is a nice choice for majority of home consumers. It packs superb range and speed, with Parental Control and Media Sharing capabilities. It also comes with 2-year Warranty and 24*7 Tech Support for lifetime.

TP-Link Archer C7 Wireless Dual Band Gigabit Router is a value-for-money router under $100 in a different sense - you are getting some really premium features for moderate price tag. Recommended by experts as the best router for most people, it's a deal worth stealing for sure.

On top of all, this wireless router has three antennae, so that you would never miss range. Thanks to its Dual Band system, you can have a combined bandwidth of 1.75Gbps at maximum. You can have the best results if you are on a really high-speed internet connection. In our testing, the antennae were quite powerful.

There aren't many differences in terms of features, though. For instance, you have the benefits of Mobile-based control and Media Sharing. It even comes with two USB ports for media transfer over network. Thanks to the combo of triple internal and external antennae, media sharing and online gaming were fast enough.

Other noticeable features in TP-Link Archer C7 Wireless Dual Band Gigabit Router include IP-based control of Bandwidth, easier setup and options for Guest Networking Access. Even though it's based on 802.11ac, it offers support for old 802.11a/b/g/n devices.

So, the extra money you spend here is going for the additional bandwidth support and better performance. If you are purchasing the router for a big home or a small office, the specifications are just impressive. Also, you would have a smoother online gaming experienced and better download speeds - all over the home.

Available at the edge of $100 budget, AFOUNDRY Dual Band Wireless AC Gigabit Router is an advanced kind of router for the price. By just looking at the photograph, you can get an idea about the unique features. In our reviews too, it outperformed other choices in terms of signal strength.

One thing we should say about AFOUNDRY Dual Band Wireless AC Gigabit Router is that its signal penetrates up to three walls without any issues. Thanks is due to the six external antennae and 3 processors that would be working together. However, it's a fact that the router requires some time for setting up.

Thanks to whole design system, you can connect up to 100 devices at a time. The 3-Wall Penetration is going to help you if you live in an old house with thick walls. The device offers a combined speed of 1200Mbps - which is really good. After all, the device has been made for enterprise purposes and bigger homes.

It does not offer much additional features, but focuses rather on the signal strength and speed. However, it is possible to share media via the USB 3.0 port that you find on reverse side. If you think advanced controls are required, this might not be your choice.

Summing all these up, AFOUNDRY Dual Band Wireless AC Gigabit Router is the performance-upgrade router for sure. You have to pay almost $100, but the Dual Band system and 6-Antennae coverage do pay back in every aspect.

Do you want the same build quality of AFOUNDRY for an even lower budget? Then, this one is a perfect pick. As you can see, AFOUNDRY 300Mbps Wireless Router ensures a maximum speed of 300Mbps, but makes use of state-of-the-art hardware for total build.

Basically, it's a dual band router that comes with five separate antennae. If you have a huge home, you can direct each antenna to different directions, for extended coverage. When we tested the router, the speeds were impressive in almost all home regions. And, of course, that's what we expect from the build too.

Coming to the design, AFOUNDRY 300Mbps Wireless Router is completely made of metal shell. This not only enhances performance but also improves heat emission. That is one of the reason why the router is said to be a long-lasting choice as well.

Despite all these great-build stuff, you are going to miss some features. For instance, it does not support USB media sharing or parental controls. Also, some users say that it's somewhat hard to set up this router even on a normal connection.

If you are okay with the issues and need a better build, AFOUNDRY 300Mbps Wireless Router is a good choice for your wireless connection needs. Someone might say that the 300Mbps speed is pretty low, but one thing that really matters is the all-room coverage system of the device.

Here comes a wireless router that does not have many fancy features. Available for a lower price, this makes a good choice for most home-based needs. There are a few features you would definitely miss, but that is okay for what you are paying. But, there is a whole world of customizability awaiting you.

Although Linksys WRT54GL Wi-Fi Wireless-G Broadband Router has two antennae, it's a single-band router. You can share one internet connection via 802.11b/g protocol and nothing else. And, the maximum link rate has been brought to 54Mbps. So, as you can guess, it's for the basic people, with standard speeds.

One thing I loved about the router is its simplified set-up process. In a few minutes, people can get running with wireless networks, thanks to the open-source firmware inside. At the same time, you can customize the wireless network in any way you like. For instance, Parental Controls.

Talking of other features, Linksys WRT54GL Wi-Fi Wireless-G Broadband Router offers enhanced security for safer connections. It comes with an in-built firewall too, so that you don't have to worry about threats. Also, it's worth noting that you can set up some wired connections from the same router.

Conclusively, it's an impressive wireless router for those who need a customized wireless network. Because it's based on Open Source, you can find modules and features, as you move forward. Nevertheless, it won't fit your needs if you are looking for modern features and specs.

All in all, NETGEAR AC1750 Smart Wi-Fi Router is a high-performance router with Dual Core Processor. And, of course, you have to pay almost $100 to get the router for your home. While it's not enterprise quality, it is just-right for almost all your heavy home-based wireless networking needs.

There are three external antennae in the device, capable of providing a combined speed of 1.75Gbps. So, it is one of the best speed-levels you can expect for the price. You can connect more than 12 devices at a time, and the performance was seamless - at least in our case.

There are a few other features that make NETGEAR AC1750 Smart Wi-Fi Router powerful. There is a feature named Beamforming+, which ensures reliable connections throughout your home. If you have a Dual Band Wi-Fi device, things are going to be super-fast, at any case.

Coming to additional features, Media sharing is available - thanks to one USB 2.0 and one USB 3.0 ports. It is also possible to use the Ready CLOUD USB Access option for cloud-based file access. You can also use the NETGEAR genie App for remote control of your router. All it needs is an internet connection.

At the end of the day, NETGEAR AC1750 Smart Wi-Fi Router is a really smart, effective and feature-rich Wi-Fi router you can purchase. It packs in all the connectivity options, along with remote-access via Cloud. You are paying a bit more, but you get back a lot.

Seventh in the list, Securifi Almond Touchscreen Wireless Router is an innovative wireless router you can get today. It disrupts the whole concept of router set-up, by introducing an easy-to-use touchscreen display into the device. The result, things are easy than they seem.

According to the claims, 95% of Securifi Almond Touchscreen Wireless Router customers could set it up in 3 minutes. In our case, it was even less. It's all well-organized and it's great to have a touchscreen display on a wireless networking device.

You can use this device as a standalone wireless router or as a Wi-Fi range extender. Either way, you will be having the benefits of faster speeds and performance. The router is offering a maximum speed of 300Mbps and it is definitely a single-band system.

The unique aspect of this router is the smart features, for sure. Using those features, you will be able to deal with connected devices, enable parental controls and even pair with Amazon Alexa. That's right, if you have an Alexa device at home, the router pairs with it for enhanced functionality.

Summing up, Securifi Almond Touchscreen Wireless Router is an affordably-priced wireless router with some really smart features in it. Of course, you won't get lightning-fast speeds or ultra-deep coverage. Even then, the package means a lot for the price you pay. And, that's the reason why the device is in our list.

Now that you have seen the best routers under $100, we will have some information that would help you choose the right router for your needs. You cannot get the same router for your big home and a small office. It depends upon many major and minor aspects of selection. Before we move onto that, we should have a brief introduction about wireless routers and the different types that you may come across.

An Introduction to Wireless Routers

You will probably know why are you using a wireless router in your home. It's used to make wired internet connection available wireless. That's in the laymen terms, you know. There are, in fact several technicalities involved in the functioning of a wireless router - not limited to sharing of internet connectivity. However, for the time being, let's put it that way.

Checkout For :- Best Gaming Monitor Under 200

Given that you don't want to connect wires to every single device you have, Wi-Fi routers are a great blessing. You have a single wireless network for your home or office, and all the desired devices can be connected to the particular network. You'll not only have internet connection in all the connected devices, but can also enjoy the benefits of networking. Obviously, from file sharing to local multiplayer gaming, there are a lot of things to do. Even if we keep all these factors apart, wireless routers let us stay wire-free, and have a fewer set of mess in the room or office.

In the old days, there was a standard design and specification for routers. There would be a port for plugging the cable from modem, an antenna and the power stuff. Now, things are different, and we have a lot of stuff to take care of. We must say that wireless routers have become pretty affordable too. That is one of the main reasons why you can get an effective router under $100.

While it's not possible to create clear-cut classifications between the types of routers, there are a few factors you should consider. If you are going to get one of the above-mentioned wireless routers, the following set of selection factors will help you a lot.

Things to Consider for Choosing the Best Wireless Router

This is going to be a kind of huge list of selection factors. Not all customers need to check for the following aspects. For instance, if you are purchasing a router for single-person, single-device wireless usage, you do not have to worry about media sharing capabilities. So, keep in mind your sole purpose.

Speed: Obviously, speed should be a major factor while picking a wireless router from market. However, this would depend upon many sub-factors. First of all, you should understand the maximum speed you are getting from the ISP. If the maximum you get is 2Mbps, there is no point in having a 1.75Gbps speed router for your home. So, once the speed-based selection is done, things are somewhat easy. It's because routers are arranged in different hierarchical levels, and each level would have a certain set of standard specifications. So, if you've planned to stick onto a particular speed level, it would be simpler.

Band: There are two types of routers available in the market, in terms of bands - Single Band and Dual Band. As you can guess from the name, Single Band Routers will do the communications in 2.4GHz band. On the other hand, in the case of Dual Band Routers, there will be support for both 2.4GHz and 5GHz communications. It needs to be noted that many Wi-Fi-enabled devices are shifting to 5GHz, because it's offering better speed, performance and less interference. So, if you have too many devices in your home or office, you should get a dual band wireless router.

Range: This is the next best thing you should check before checking out a router from a shopping site. While there is no precise mention of the coverable range, you can surely get estimates. At the end of the day, it also does matter where you are going to place the router and how thick your walls are. If you take a look at the routers we have mentioned above, there are machines that transmit signals that can surpass up to 3 or 4 walls. At the same time, common wireless routers may have shorter range and may not work well if there are some obstacles in the path. So, best thing you can do is to check with existing users of the router before buying.

Media Sharing: Media Sharing is one of the integral features that you might need in a home router. Won't that be great if you can connect a pen drive with the router and enjoy stored content from connected devices? That is pretty much possible when you are using a Media Sharing-enabled router. Not all routers may have this feature in-built. So, it makes sense if you can look into the products and choose the right one from list. While there are external methods to enable content streaming, a native method is always performance-friendly and quicker.

Connected Devices: How much devices would be connected to the wireless network at a time? The answer would affect the type of router you should pick. It's a fact that the router may have claims of maximum devices up to 100. Well, what really matters is whether the router can withstand that many devices at a single time. Here comes the role of processors, external antennae and internal antennae. So, once again, you will have to consult with people who have used the router to get a precise idea about this side.

Quality of Service: Quality of Service is an effective method to adjust and optimize the total performance of your router. There would be several options to allocate certain amount of bandwidth or speed to certain devices or app. This way, you can make sure that you get enough speed on the work laptop. You get a bunch of options here - depending on the type of router you have bought and the brand you have gone for. This should be a point of selection.

Parental Control & Other Features: Parental Control is a superb feature you would find in wireless routers nowadays. It lets you see and control what your kids are doing in the world for web. Instead of controlling individual devices, you are making the changes in network level. Along with this, you can check features like Guest Network Access, Remote Access of routers, device management, Wired connection support etc.

Along with these, there are some minute factors too. For instance, if you are using the device for complete media storage, see how many USB ports are there. Also, if you want to make some changes on router level, see if the router comes with a customizable firmware. These things may be useless for the general customer. However, if you have some knowledge about computers and networking, these things can happen in routers under $100 as well.

How to improve performance of Wireless Routers?

Here, we have some quick tips to increase the speed and performance of wireless routers you're using.

If your router has multiple antennae, turn them into different directions. This way, you'll be able to get enough coverage on those sections. It's way too better than the messed-up position.

Make sure that there aren't many thick walls between your devices and the routers. In other words, the position should be central and almost all devices should have a line of sight with the router. it's a proven method to increase speed and signal strength, no matter the band you are in.

If you are living in a multi-storeyed building, you need to be careful about placement of routers. All the time, place the router on the highest possible position in the ground floor. That way, you can get a better coverage in the second floor of your home. The same is applicable for offices. However, if you have that many floors, you should get an enterprise-level wireless router from market.

Use 5GHz if possible. 5GHz has better coverage and speed than 2.4GHz. Also, interference is lower in the 5GHz mode.

Last but not least, you should update the firmware of your router, once in a while. these updates will not only give you better performance and control but help you from many threats too.

Wrapping Up - Best Routers Under $100

So, we have had plenty of information about wireless routers and how to make the right selection from the huge market. If your requirements are not that advanced, you would be satisfied with any of recommended routers above. It's just that you have to re-consider about additional features like parental control and guest access. If you noticed carefully, you know that, for the same price, you can either have a heavy-performance router or a normal router with fancy features. As we said in the beginning of this article, the ultimate choice is yours and there's no going back about that.
Summary

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Best Routers Under 100 - Do NOT Buy Before Reading!

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I still have a lot of friends who come to me and complain about poor Wi-Fi range and speeds - even when they are using a power-packed Broadband plan. As it turns out in most cases, Router is undeniably the villain.

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Explorations in augmented reality using ARCore, Android, and more.

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ZenFone AR (ZS571KL) | Phones | ASUS USA

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ZenFone AR is the world's first smartphone with Tango and Daydream by Google. Tango is an exciting new augmented reality (AR) technology that changes the way you interact with the world and expands your vision. And with Daydream, you can experience high-quality, immersive virtual reality (VR) with your phone.

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The Lenovo Phab 2 Pro is the first smartphone to include Tango, a new technology from Google that enables augmented reality (AR) gaming and utilities.

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Daydream is high-quality mobile VR for everyone, and Tango enables mobile devices to see the world like we do. Learn more about what we've built, what we've learned, and where we're headed.

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How Does Google Expeditions Teach History Without 360° Photos?

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I use the Vietnam War expedition to show how Google Expeditions teaches history without 360° Photos. My blog post about the perfect device for Google Expeditions - the iPad: https://tommullaney.com/2017/02/08/have-ipads-use-them-for-google-expeditions/ Google Expeditions: https://edu.google.com/expeditions/ TES Google Expeditions lessons: https://www.tes.com/resources/search/?&q=%23GoogleExpeditions

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How to create and share virtual reality panoramas.

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Easily create beautiful 3D models in VR with Blocks. Make your own at https://vr.google.com/blocks

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Playlist of Daydream Labs prototypes → https://goo.gl/6zDKod

Google Research post about Headset “Removal” → https://goo.gl/6lHzXE

Learn about Expeditions and download the app → https://goo.gl/bC6VTa

Web VR Experiments you can try out (w/ a headset or on your laptop) → https://www.webvrexperiments.com/

Curious to try VR on the cheap? Check out Cardboard → https://goo.gl/isZXAA

Google VR’s YouTube channel → https://goo.gl/9ebyhX

Google VR’s website → https://vr.google.com/

History of VR playlist I put together → https://goo.gl/TBqZWB

Interested in AR? Watch this video about Tango → http://g.co/go/NLtango

Follow Nat & Friends on Twitter → https://twitter.com/NatAndFriends

Subscribe → https://goo.gl/CEsJyN

Share this video on Facebook → https://goo.gl/V3urCp

Than... (More)

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Nat & Friends: Virtual Reality Sneak Peek

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Nat meets people from Daydream Labs, Expeditions, and Google Research to try as many VR demos as she can. Watch the full video here → https://g.co/go/NFvirtual More info about Google VR → https://vr.google.com/ Subscribe to Nat & Friends on YouTube → https://goo.gl/CEsJyN Follow Nat & Friends on Twitter → https://twitter.com/NatAndFriends

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A sandbox for creative developers to showcase their VR concepts to the world and get rewarded.

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Daydream in the Classroom: Immersive Learning (Google I/O '17)

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In addition to games and entertainment, VR and AR's unprecedented blend of interaction and immersion open up new and powerful educational experiences both in and outside of the classroom. This talk will cover what the Google Expeditions team has learned from over a year of bringing immersive learning into classrooms around the world.

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The Making Of An Epic Underwater 3D 360 VR Google Expedition

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A behind-the-scenes vlog of an epic underwater 3D 360 VR Google Expedition off the coast of Bermuda with Science Presenter Greg Foot, specialists in VR Production and story telling VRTUL, Global Underwater Explorers' diver Graham Blackmore, and deep ocean exploration charity Nekton. All on board Project Baseline's Baseline Explorer.

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Suter is also enthusiastic about Tilt Brush. "Students described it as having the feeling they had when they were a kid playing in a sandbox, with no stresses or concerns. It was therapeutic," Suter said. "Students that were normally reserved and quiet found that the inhibitions of being embarrassed or doing the wrong thing suddenly vanished. They were moving and creating in the middle of a classroom full of their peers, where five minutes before they would have hesitated to raise their hand to give a response."
Ethical Considerations
These early classroom adoptions are promising, but it might be advisable to test the waters with our virtual toes, before hurling headlong into the digital ocean. Lisa Castaneda, co-founder and CEO of foundry10, tempers her wholehearted belief in the potential for the technology, with a mindful approach towards ethical implementation. "We need to be conscious of the psychological and physiological impacts. It is very easy to say, 'Oh, the graphics on this one aren't so good; they know it isn't real.' That is likely true, but the fascinating thing about the brain is that it still responds as if it is real. As educators, we need to be very aware of this and mindful of what experiences we choose to share with students."

The body's response to the virtual as if it were real is known as the illusion of embodiment. In a recently published article, researchers Michael Madary and Thomas K. Metzinger from Johannes Gutenberg University in Germany review a series of ethical considerations when implementing VR. The illusion of embodiment may provide VR's greatest value to education, but also lies at the heart of its ethical implementation. Madary and Metzinger believe that VR is not just an evolution from television and video game screens, but a revolution that will have an enormous social impact. In their paper, they claim that:

VR technology will eventually change not only our general image of humanity but also our understanding of deeply entrenched notions, such as "conscious experience," "selfhood," "authenticity," or "realness."

The implications, then, are not only social, but drive to the core of our being by affecting the very notions of identity and self-perception.

It's important to remember that many current VR uses in schools, like Google Expeditions, are not interactive VR, but simply 360-degree video experiences. In these cases, students experience immersive 3D pictures or panoramas, but do not deeply interact with the content. The illusion of embodiment is a product of interactive content and motion tracking, where users can alter and affect their environment and engage with others who share their virtual space. Headsets like the Vive and Occulus Rift fall under this latter category, but it won't be long before most, if not all, consumer oriented VR technology will be completely immersive and interactive.

Madary and Metzinger lay out ethical guidelines for VR research, but also make recommendations for everyday public use. Educators and parents should be aware of these before children and adolescents take the plunge, and it's worth adding that they also apply to adults. These five areas are by no means exhaustive and in some cases they are speculative, but they address some of the more pressing issues to look out for as VR headsets enter day-to-day use.
1. Long-Term Effects and Prolonged Exposure
What little research has been undertaken on the psychological and physiological effects of VR has occurred in clinical settings and has only studied short-term use. There is no research on the long-term effects of VR on children, nor on the effects of prolonged exposure. It's not uncommon for school-aged children and adolescents to spend dozens of hours a week consuming media and playing games, but what will happen when VR goggles are added to the mix? Madary and Metzinger flag addiction, manipulation of agency, unnoticed psychological change and mental illness as some potential hazards of prolonged exposure. This is of particular relevance to youth because their developing minds and bodies may, for better or worse, be deeply susceptible to the power of immersive technology.

Presumably, uses in schools would be limited in time and scope, but the availability of high-end gear at home will raise all the same questions about prolonged levels of use and addiction that have dogged the internet, video games and other media, especially since VR is likely to merge with all of the above. Associations like the United States Public Health Service and the American Academy of Pediatrics do not currently have guidelines in regard to VR. In the meantime, parents and teachers should curate content, limit exposure and monitor responses and reactions.
2. The Impact of Environment on Agency and Behavior
Research in psychology supports the notion that our surroundings, both social and structural, exert subtle effects on our behavior. Our senses regularly relay environmental cues that inform and affect our attitudes and reactions. This sensitivity to context has been identified in some of the most famous studies in psychology, including the Stanford Prison Experiment and Milgram's obedience experiment, where participants were unconsciously coerced to apply what they thought were painful electric shocks to fellow participants.

This is of enormous consequence to VR, where users operate in immersive artificial environments. As the German researchers note, our day-to-day surroundings are relatively stable, but we don't really know how our minds and bodies will respond to diverse and rapidly changing virtual worlds, potentially leading to any number of unintended consequences. The results may be positive or negative, but as it stands, research on specifics is scant to non-existent.

As our responses are better understood, virtual worlds can be deliberately designed for specific outcome, but this is also ethically loaded. On one hand, environments can be created to encourage empathy, joy, fulfillment and any number of pro-social emotions and outcomes. But where does our true nature end and the engineering of emotions begin? Also, and more nefariously, these contexts can also be manipulated to give users the illusion of being in full control of their decisions, but subtle and unnoticed environmental cues can unwittingly lead us to alter our political and religious views, and open new horizons for commercial exploitation. This, of course, could disproportionately impact children, perennial targets for advertisers due to their susceptibility and the influence they exact on their parents.

There is also the danger of what is termed social hallucination, or the perception that we're having rich social (albeit virtual) interactions with an avatar guided by artificial intelligence. Again, these false friends can reshape our views and influence how we spend our hard earned dollars.

Once again, there is a need to proceed with caution in order to make sure the use of the technology with students and children falls on the side of good. Research, awareness, regulation and monitored use would all prove beneficial.
3. Aggravating Preexisting Psychological or Emotional Issues
No two human beings are alike and most people regularly cycle through a wide range of complex emotions and mindsets. Disposition has a significant effect on how individuals receive media, and has complicated studies that explore the effects of media, as content and media will affect different people in different ways at different times. In some cases, VR use might trigger or aggravate preexisting and latent emotional or psychological disorders. For this reason, it is important to screen individuals before subjecting them to VR experiences, and monitor them while the sessions are in progress, as what might be emotionally productive for one may prove devastating to another.

It's also important to contextualize sessions with debriefs and discussions. "A student's past experience and knowledge level also has an impact," Castaneda said. "Even with things such as being up high in the air, seeing a large creature, or being under water, we've seen situations with students where those triggered anxiety and discomfort. So, although most educators would not put their students in really intense scenarios in VR, from an ethics standpoint, it is really, really important that educators be aware of some of the psychological research."

As previously mentioned, VR has already proven effective in treating PTSD, for one, and will likely be leveraged to produce further mental health benefits. The potential for VR to assist rather than aggravate, however, hinges on its judicious use based on empirical research.
4. (Un)Reality and Diminished Real World Interactions
Although we currently inhabit diverse and absorbing media ecologies, few will argue with the notion that the real world still has much to offer. There are many advantages or "enhancements" to interacting socially in virtual environments, but existing technology is still only an approximation of the nuanced, multisensory tangibility of real life. We have evolved to receive the subtleties of scent, body language, tactility and the vast complexities of the natural world, and their loss or imperfect substitution may have detrimental consequences. For example, limited and potentially superficial social interactions in virtual spaces -- such as reductive "liking" on Facebook -- may become normalized and we could, theoretically, collectively lose the knowledge and memory of the intricacies of face-to-face communication. However, on the plus side, these virtual and online spaces also enable reclusive, anti-social, geographically isolated and disabled or disfigured individuals to partake in a rich social life that may be otherwise limited or unavailable.

Madary and Metzinger speculate that heavy VR use may lead to dissociative conditions like Depersonalization/Derealization Disorder, a sort of dream-like state that produces a sense that either ones body or one's surroundings are not real. They write that "Heavy users of VR may begin to experience the real world and their real bodies as unreal, effectively shifting their sense of reality exclusively to the virtual environment." VR's capacity to blur the real and the unreal can also deepen the propensity children have to mix-up fantasy with reality.

"The most advanced headsets are not recommended for younger children, for a variety of reasons," Castaneda said. "One of the most interesting cases that we've seen that younger children have a difficult time separating virtual reality from reality. They struggle to frame, particularly at first, the fact that they just saw dinosaurs and are now in the living room." Castaneda advises that it's important to err on the side of caution and deliver age-appropriate experiences, which should be discussed beforehand, contextualized and include a debrief upon completion.
5. Privacy and Data Gathering
Data and education have a tentative relationship. The prospect of granular assessment using all types of data from keystrokes to heartbeats holds the promise of better understanding and responding to the individual needs of our students. Yet, that same data can fall into the wrong hands, now or later, with life-altering consequences. The relationship between data and privacy is quickly emerging as one of the defining social questions of the 21st century, and VR will likely take the debate to the next level. The further we merge with the virtual world, a condition that is now upon us, the more data we will release, often without our knowledge or consent.

As social networks and the Internet become virtual, 3-D spaces, we will more closely identify with and be identified by our online avatars, whose use and misuse raise complex questions about identity, ownership and privacy. Madary and Metzinger use a basic case to offer a small glimpse at the brewing legalities pertaining to our online selves: "Say a user creates an avatar that is similar but not pixel-for-pixel identical to another user's avatar. Where precisely should we draw the line between theft and acceptable similarity?" Where, indeed? As is already the case, technology is advancing faster than legal systems and legislation can keep up, and pervasive VR use will only widen the gap.

Another privacy concern forwarded by the German researchers is that, if our online avatars mirror our real-world movement and gestures, these "motor intentions" and the "kinematic fingerprints" of our unique movement signatures can be tracked, read and exploited by advertisers or other predatory entities. Virtual environments will respond to our body language, occasioning laser precise targeted advertising and "neuromarketing," including the strategy of putting us in the very ads and commercials that we are exposed to.

Of course, it's not all gloom and doom, because these same technologies can help read our moods for more productive mental health counseling and treatment, as well as enhance health care in general. It also may help realize the elusive dream of truly differentiated instruction, making learning a happier and more equitable place.

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Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

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Suter is also enthusiastic about Tilt Brush. "Students described it as having the feeling they had when they were a kid playing in a sandbox, with no stresses or concerns. It was therapeutic," Suter said. "Students that were normally reserved and quiet found that the inhibitions of being embarrassed or doing the wrong thing suddenly vanished.

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Google Expeditions for iOS is now live. This video will give you an introduction for the tool.

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Google Expeditions and Redbox VR really is a whole new way of learning all about our world, our universe and beyond.

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Your Cloud Works Cloud Solution Provider

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Virtual Reality for the Classroom

Take students around the world, and beyond, with virtual field trips

Teachers can now take their students on virtual reality trips to virtually anywhere, without leaving the school; powered by Google Expeditions, a Your Cloud Works Virtual Reality Rental Kit makes virtual reality accessible and affordable for all schools. All of our virtual reality packages include collection and delivery, training, and troubleshooting, as well as all the hardware you will need, and help selecting the right expedition.

"My ICT cluster manager suggested [a Your Cloud Works Virtual Reality Rental] to me. The price was very good and after looking on the website I was really impressed with what [Your Cloud Works] had to offer. Both the teachers and pupils loved using it! It especially helped as my school has high levels of deprivation and it offered pupils a chance to experience they wouldn't normally get a chance to! All pupils loved using the headsets. They were robust enough to survive the whole school using them and really helped as a learning tool for our SEN pupils as well as a reward for our behaviour."
- Jason Pew, Fernhurst Junior School

What is Google Expeditions?

Google Expeditions is a virtual reality app that was built for classrooms to enhance and extend student learning. It utilises virtual reality viewfinders, phones and a tablet, allowing teachers to magically transport their students on virtual journeys anywhere on Earth - and even beyond.

The Google Expeditions app allows a teacher acting as a "guide" to lead classroom-sized groups of "explorers" through collections of 360° and 3D images while pointing out and highlighting interesting sights, and referring to editable notes. There are over 700 Expeditions, each comprised of a description and points of interests for the teacher, which makes it easy to incorporate into the curriculum.

Visit the bottom of the sea, Buckingham Palace or even the surface of Mars all in an afternoon.

The Your Cloud Works Virtual Reality Kit

The Your Cloud Works Virtual Reality Kit come with all the equipment a teacher needs to take their class on a virtual journey. This includes:

1 x Peli case with security locks

1 x ASUS Z300 10″ teacher (lead) tablet

15 x Motorola Explorer devices

15 x Viewmaster virtual reality viewers

1 x Draytek wireless router

2 x 10-Port USB charging stations with USB cables

1 x Set of instructions for use

In addition to providing you with all the equipment you need, Your Cloud Works can support your school in the delivery of virtual trips; our experienced and qualified teachers can deliver the lesson, provide teaching training, and devise lesson plans based on your specific requirements.

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Rent Virtual Reality Kit for the Classroom - Your Cloud Works

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Take students around the world, and beyond, with virtual field trips Teachers can now take their students on virtual reality trips to virtually anywhere, without leaving the school; powered by Google Expeditions, a Your Cloud Works Virtual Reality Rental Kit makes virtual reality accessible and affordable for all schools.

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Google Expeditions is a great app for engaging students and broadening their horizons.

I led my colleagues on a Google Expedition at the NCTIES 2016 conference:

Leading my colleagues on a #GoogleExpedition last week. @k_shelton #gafesummit MD @edtechteam pic.twitter.com/djjZN0Tk4f

- Tom Mullaney (@TomEMullaney) March 6, 2016

The app is marketed in conjunction with Google Cardboard and Android phones. This is fine but involves lots of moving pieces. The cardboards need to be cleaned frequently, especially during cold and flu season. Additionally, a complete Google Expeditions set for ten students costs $3,999.

The good news is that you can probably lead your students on a Google Expedition tomorrow. And you can do it for free with equipment your school owns if it has any functioning iPads. Google Expeditions runs on iPads in a "window mode" that gives students a 360 view. Having tried this with students, I can attest, they love it. Sure, the cardboard viewers are more encompassing, but no student has complained about not using a viewer.
A Brief Technical Note
To lead an expedition from one iPad to others, all devices need to be connected to the same WiFi network with peer-to-peer sharing enabled. Test this by using two iPads to lead and follow an expedition. If it does not work, ask your IT department about enabling peer-to-peer sharing.
Articulate Expectations
I beta-tested Expeditions with my literacy block. I led them on an expedition of the Empire State Building.

The kids loved it. They were very excited. I could tell they were not listening as I read the narration provided by Google Expeditions. This was a low-stakes beta test but I would have to ensure students would listen when I led expeditions as part of classes.

Since then, I have pulled groups of seven students to lead them on Google Expeditions. Keep the group numbers low if possible. Thirty students in a Google Expedition could become chaotic. Before I hand students iPads, I lay out my expectations:

Treat the iPads like precious treasure. We cannot afford to have one broken.

Google Expeditions is awesome. You're going to go banana and I need you to listen as I explain what you are seeing in each scene.

Making those expectations clear at the start has made our Google Expeditions successful. I have led sixth-grade students on expeditions of pyramids in Egypt, the National Museum of Iraq, the Great Wall of China, the Palace at Versailles, and the human auditory system. My colleague Cristie Watson and I have documented some of these moments with our students.

"Can we just learn like this from now on?" - something a kid just said to me during #GoogleExpeditions.

- Tom Mullaney (@TomEMullaney) December 1, 2016

@TomEMullaney takes some @GHMS_Grizzlies on a tour of The Great Wall of China using #googleexpeditions #iPads pic.twitter.com/78RSIiEdLV

- Cristie Watson (@CristieWatson) January 13, 2017

Leading expeditions is easy. Teachers need to sign in with a Google account and then simply search for and download expeditions they want to lead. Students open the app and join the expedition, no sign-in required. Students can move their iPad to change their view of the 360 image. They can also use their fingers to change their vantage point. Swivel chairs are ideal but not essential.
Some Resources to Get Started:
If you would like to share your thoughts with me, please comment below or tweet me at @TomEMullaney. Thank you for reading.

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Update 7/15/17: I was honored when my colleague Cristie Watson gave me a shout-out for leading her students on Google Expeditions on iPads:

Life is pretty exciting when you get to see things @TomEMullaney showed your S using #GoogleExpedition @OrangeCoSchools #britishmuseum pic.twitter.com/NpTa4KxpSc

- Cristie Watson (@CristieWatson) July 13, 2017

Update 12/28/17: Play Store enabled Chromebooks can also be Google Expeditions machines for free. Watch as I demonstrate an expedition on my Chromebook. Give it a try with the Google Expeditions Android app! Update 1/9/18: I was honored when Google for Education included a tweet by my former employer, Gravelly Hill Middle School, of me leading students on a Google Expeditions on the January 9 Google Expeditions Teacher Tip.
The Google Expeditions logo I used in the image for this blog post.

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Have iPads? Use Them For Google Expeditions!

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Google Expeditions is a great app for engaging students and broadening their horizons. I led my colleagues on a Google Expedition at the NCTIES 2016 conference: Leading my colleagues on a #GoogleExpedition last week. @k_shelton #gafesummit MD @edtechteam pic.twitter.com/djjZN0Tk4f - Tom Mullaney (@TomEMullaney) March 6, 2016 The app is marketed in conjunction with Google Cardboard and...

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Learn how to use iPads to run Google Expeditions.

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Note - The Google Expeditions App will be retired on June 30, 2021 and the content will be moved to Google Arts and Culture.

Google Expeditions contains a growing number of journeys from around the world - but what seemed to be missing was a way to search the available content. So I produced a searchable map and table of the current expeditions:

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Note - The Google Expeditions App will be retired on June 30, 2021 and the content will be moved to Google Arts and Culture. Google Expeditions contains a growing number of journeys from around the world - but what seemed to be missing was a way to search the available content.

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Virtual reality helping Calif. students overcome learning barriers

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zSpace announced that at Culverdale Elementary, a virtual reality technology is helping students break down language and learning barriers. In their first few months of learning with zSpace STEM La...

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Teachers say virtual reality would boost engagement

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A large majority of K-12 teachers said they would like to integrate virtual reality in their classrooms, but just 2 percent of teachers have actually done so, according to a survey. Sixty percen...

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5 ways virtual reality is being used in education right now

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Considering Sony Playstation's VR headset sold out in pre-order last week, most of us are aware that virtual reality (VR) technology is hot right now. But outside of just hearing about the hype, wh...

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Recommended list of products for Expedition Kit  Phones - 35 of Motorola Moto G 4th Ed. (buy from Amazon)  Option 1: With Amazon ads on the lock screen - $149 (see photos below) Option 2: With No ads - $199 Cardboard viewers - 35 of ViewMaster 1st edition.  $18 each  There is a 2nd ed version wh...

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The Making Of An Epic Underwater 3D 360 VR Google Expedition

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A behind-the-scenes vlog of an epic underwater 3D 360 VR Google Expedition off the coast of Bermuda with Science Presenter Greg Foot, specialists in VR Production and story telling VRTUL, Global Underwater Explorers' diver Graham Blackmore, and deep ocean exploration charity Nekton. All on board Project Baseline's Baseline Explorer.

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Editor's note: Teachers are uniquely inspiring people. It takes a teacher to engage students, bring the classroom alive and turn classroom concepts into lifelong passions. This week at ISTE, we announced four new ways for these everyday heroes to engage their classes using Google tools. One of these announcements was that Expeditions - virtual reality field trips using Cardboard - is now available to everyone. To get started, all teachers need to do is download the Expeditions app onto a set of devices and choose where in the world they want to take their class. The app is available today for Android and will be available for iPhones and iPads soon.
Field trips and school outings create opportunities for students to share new experiences and get them excited about learning, but teachers often lack the resources for these out-of-the-classroom adventures.. Teachers at Community Consolidated School District 62 wouldn't let a lack of resources stop them from igniting students' sense of wonder by exploring the world together. Sarah Murphy, a science teacher at Algonquin Middle School; Elizabeth Moravec, an art teacher at Terrace Elementary School and Orchard Place Elementary School; and Matt Peebles, a fourth-grade teacher at Plainfield Elementary School introduced Google Expeditions. Expeditions are collections of virtual reality panoramas - 360° photo spheres and 3D images - annotated with details, points of interest and questions that make them easy to integrate into curriculum already used in schools.

Many students at CCSD 62 come from low-income families and may have never traveled outside of their community. But with Expeditions, teachers can take these students on trips of a lifetime and make lesson plans more interactive and meaningful. Teachers at CCSD 62 can apply to use the district's "traveling suitcase" with all the tools and technology to take students on an Expedition. Read how Sarah, Elizabeth and Matt are encouraging students to become curious learners and establish deeper connections with their surroundings.
Encouraging students to ask more questions and take charge of their learning
Since Sarah got an Expeditions kit for her classroom, her students have developed a new love of learning about science. In the past it was difficult for students to visualize the concepts they learned, such as how big a geographical landmark is. Now that Expeditions is an integral part of every unit, or themed area of focus, students have been more engaged and are asking more in-depth questions that show a deeper understanding of the topics.

For example, Sarah first took her students to the Grand Canyon to show them the processes that formed one of the seven wonders of the world when they were studying Earth History. When they put on Google Cardboard, students started becoming curious about new aspects of the landmark and asked questions like "How did it form?" and "What do the stripes mean?".

"Students' faces lit up when they saw the size of the Grand Canyon," Sarah says. "By virtually traveling there, they better understood that the stripes are different layers of rock. Expeditions encourage students to observe, explore and be curious. For them to be successful in life, they need to be curious and be able to explore on their own."

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How 3 teachers use Expeditions to enhance their students' natural curiosity

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Editor's note: Teachers are uniquely inspiring people. It takes a teacher to engage students, bring the classroom alive and turn classroom concepts into lifelong passions. This week at ISTE, we announced four new ways for these everyday heroes to engage their classes using Google tools.

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EdTechnocation is an EdTech Resource produced by Michael Fricano II, a Tech Integration Specialist and authorized Google Education Trainer.

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December 7, 2016 will mark 75 years since the infamous attack on Pearl Harbor, a day that took the lives of many and changed the course of history for the entire world. It is a day that we never forget and a day that, we as teachers, should always take time to share with our students. When I was a 4th/5th grade educator teaching students about World War II, we would find our information from books, pictures, articles, and web resources. I couldn't simply take them on a field trip to significant sites from history. But now-a-days we can, with virtual reality.

On December 6, 2016 the g Suite for Education blog shared my guest blog post, " Exploring the significance of Pearl Harbor with Google Expeditions". It documents my experience while visiting a 4th grade class at Pearl Harbor Elementary School. I took them on a virtual field trip of Pearl Harbor and the USS Bowfin with Google Expeditions. I want to expend on that post by sharing with you 6 virtual reality resources for teaching about the attack on Pearl Harbor and World War II in your classrooms!

Travel around the island of Oahu and visit significant sites from the attack on Pearl Harbor and WWII. Stand on the deck of the USS Missouri, visit the Waterfront Submarine Memorial, catch a gorgeous view atop Diamond Head and Fort Ruger, dip your feet in the water at Haleiwa's little known fighter strip, and pay your respects at the National Memorial Cemetery of the Pacific in Punchbowl Crater.

Interested in taking this Expedition further with your students? Check out the FREE lesson plan by The Janus Group. Using g Suite tools for Education, students conduct mini research and collaborate on a Google May Map!

Take your students inside one of the most famous submarines from WWII. The USS Bowfin was also known as the "The Avenger" during the war because of the amount of enemy ships it destroyed and sank. On this Expedition you can give students a unique perspective of what life was like for sailors aboard a WWII submarine.

Interested in taking this Expedition further with your students? Check out the FREE lesson plan by The Janus Group. Using g Suite tools for Education, students learn about life about the sub, brainstorm questions that loved ones might ask with a collaborate Google Slide, and then take on the role of a sailor to respond by letter!

In this 8 min VR experience you're taken aboard a Japanese midget submarine used during the attack on Pearl Harbor and experience a reenactment of the attack from the perspective of a Japanese bomber flying overhead! ( the last 2 minutes of the video are not related to WWII). direct link

Although it is only a very short clip, it can give students a quick and unique perspective into the life during the War, narrated by a 103 year old veteran. This short experience is actually part of a much grander VR experience for the HTC Vive called "Remembering Pearl Harbor" by LIFE VR. If you have the HTC Vive, you can get this for $9.99 in the Viveport app store. But the YouTube video below is free. direct link

https://www.viveport.com/apps/987f821a-346f-4fa3-b101-e44bb6b6ed2c

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Commemorating the 75th Anniversary of the Attack on Pearl Harbor with 6 Virtual Reality Resources

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December 7, 2016 will mark 75 years since the infamous attack on Pearl Harbor, a day that took the lives of many and changed the course of history for the entire world. It is a day that we never forget and a day that, we as teachers, should always take time to share with our students.

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HAWAII EXPEDITIONS

Explore the Culture, History and Beauty of Hawaii

When people hear the name "Hawaii" it conjures up images of a lush volcanic island paradise, filled with tropical life. This life includes not just the fauna and flora, but the people, both local and visiting all of which mixes together to create the unique environment that is the Hawaiian Islands. Home to ten different climatic zones, it's a place where you can go skiing and surfing in the same day. Its geographic location and rich Polynesian history have also created unique cultural circumstances. In Hawaii, nature and human influence, traditional values and technology and the past and the present are all constantly trying to balance against each other. Using Google Expeditions, a virtual reality-based way to tour 360-degree imagery, we can explore the many different facets of this geographically unique location and diverse society.

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Explore the Culture, History and Beauty of Hawaii When people hear the name "Hawaii" it conjures up images of a lush volcanic island paradise, filled with tropical life. This life includes not just the fauna and flora, but the people, both local and visiting all of which mixes together to create the unique environment that is the Hawaiian Islands.

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Google Expeditions iOS App User Guide - by EdTechnocation.com

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Jonathan is a certified teacher who has taught in the UK and in the US. He now works as a Digital Learning Consultant.

The Case for Virtual Field Trips

Technology in schools is at its absolute best when it enhances and improves upon traditional classroom lessons. Virtual field trips are a great example of this. They give students an opportunity to explore a variety of amazing environments that they may never have the chance to visit in person, and it can be done at almost no cost to the school. Virtual field trips are here to stay, and they are getting better all the time.

What is Google Expeditions?

Google Expeditions is a unique classroom experience lets teachers take their students on guided virtual field trips. There are over 200 Expeditions available for schools and more are being added all the time. Everything from the Great Barrier Reef, to Buckingham Palace, and even outer space are available as destinations for your students. Each Expedition is a 360-degree experience that lets students explore some incredible locations while being guided by a teacher who highlights important features on the tour and asks probing questions to help students think more about the environment they are in.

Discover how one Iowa school experienced Google Expeditions

Getting Started With Google Expeditions

In order for you to take a virtual field trip with Google Expeditions, you need some hardware. In the US, you can buy Google Expeditions kits for your classroom from Best Buy Education. They are not cheap, but they come with everything you need including virtual reality headsets, Android smartphones, a tablet for the teacher, a router to connect your devices, and all the necessary charging cables. Each device comes preloaded with the Expeditions app. Currently, these classroom packs are available in sets of 10, 20 or 30, but you can also build a custom kit with only the components you need.

An alternative option is to create your own set. Many parents (and teachers) have old smartphones sitting unused in a drawer at home. These devices could potentially be used to help create your own Google Expeditions kit because there is an Expeditions app for Android as well as an app for iOS. If you can get enough device donations to create a class set, or are willing to let students use their own smartphones, then all that remains is to purchase VR headsets for the phones.

If you already have a cart of iPad or Android tablets at your school, you could, in theory, use those to take part in a Google Expedition. Devices like these won't fit in a VR headset, but they will still give students a similar experience when used with the Expedition app.

Google Cardboard is a Cheap & Accessible VR Headset

Planning & Preparing for Virtual Field Trips

Google Expeditions are designed to be a unique, engaging educational experience. Yes they are cool, and a lot of fun, but to get the most of this technology, teachers need to think about how to move beyond the novelty factor. That process begins with good lesson design. How does the Expedition you chose fit with the curriculum goals for your classroom? What are the key questions that you would like students to consider while experiencing the tour? How will this virtual field trip make your existing lesson better?

With questions like this in mind, Google has put together some resources for teachers to help them plan and build content around how best to use Google Expeditions in the classroom. Check out the links and the video below for ideas on how to get started:

Lesson Planning Ideas for Expeditions from Classroom Teachers

Starting a Google Expedition With Students

When you are ready to get started, there are a number of things to check before you begin. After a while, this checklist will become second nature, but it is a good thing to keep handy the first few times you do this, or when you are introducing Expeditions to teachers who may not be very familiar with how it works. Here's what you need to know.

1. Power on all devices

2. Ensure that the student devices and the teacher devices are connected to the same WiFi network, or to the Expeditions router. Students on a different network will not be able to take part in the tour.

3. Launch the Expedition app on the student and teacher devices.

4. If prompted, students should choose to be an explorer and tap the Follow button. Teachers should choose to be a guide and tap the Lead button.

5. Insert student devices into the VR headsets and ensure that they are orientated the correct way with the word Ready written in green letters on the screen.

6. On the teacher device, find the Expedition you want to show your students and tap it to download. Once downloaded, the tour will be saved to the device for future use.

7. Select the scene you want to begin with by sliding the cards left and right at the bottom of your screen. When you find the one you want, tap Play.

8. To direct student attention to a specific part of an image, scroll down and tap on the targets that are located beneath the teacher script.

9. To move to a new scene, swipe left or right on the cards to select a new location.

10. To exit the tour, tap the X in the top left-hand corner.

3 Top Tips for Leading A Google Expedition

The first time you begin an Expedition with students, the excitement level will be hard to contain. Their emotions will be high and the chances of them paying much attention to curricular level applications will be slim. So, plan accordingly. Pick a tour that is fun and something that will introduce them to all that they will experience on a Google Expedition. Let them explore, ask questions, and soak in all that it has to offer. Once they are done, explain how you hope to use these virtual field trips to enhance future lessons.

When you are in a tour, look out for the smiley face icons on your teacher device. These are the indicators that show you where your students are looking. There is one face for each student. When you ask your students to look at a specific part of the scene, the smiley faces will give you a good idea of how many students are looking where you asked them to look. Unfortunately, there is no way of telling exactly who is looking and who is not, but this is still a useful feature for seeing how many students are on task, and how many are not.

Each tour comes with a teacher script that can be read aloud while students are engaged in a virtual tour. However, that doesn't mean you have to read the script verbatim. Read it ahead of time and pick out the things that you think will be most relevant for your students. Be prepared for questions from the kids about things they see that are not on your script. Have your key questions about the Expedition ready and take some time to let the students experience the Expedition before you dive in with additional information.

Reflecting on Google Expeditions Field Trips

It is important to take some time with students to reflect on the Expedition after it has ended. How did the virtual field trip experience add to or enhance student understanding of this topic? What questions do they still have? Was there anything that they wanted to see, but couldn't see? These can be good questions to ask, and can help cement some of the learning that took place during the whole class event.

Have students share in pairs or small groups to vocalize how effective the Expedition was as a way to learn more about the topic you are studying. Afterwards, give students time to express some of what they experienced in a blog post, journal entry, or as a video response. This can be a valuable record of learning and, over time, could be an ideal way to reflect on the impact that Google Expeditions has on your classroom.

The Future of Field Trips

Google Expeditions may not replace traditional field trips any time soon, but as a way to take students to places that they may never have the chance to visit, it is hard to beat. The platform is relatively new, but with a low barrier of entry, and an instant wow factor, the ability for teachers to transform learning with Google Classroom is a very real possibility when married with good lesson design and intentional curricular use.

# data[].attributes.attachment_link.title
Google Expeditions: Lesson Ideas & Support for Schools

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Jonathan is a certified teacher who has taught in the UK and in the US. He now works as a Digital Learning Consultant. Technology in schools is at its absolute best when it enhances and improves upon traditional classroom lessons. Virtual field trips are a great example of this.

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https://plus.google.com/communities/106649979901042240651

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Virtual reality has the potential to change how we teach and how we learn. Learn how teachers are using Google Expeditions to help their curriculum come alive by taking their students on virtual field trips to almost anywhere they can imagine.

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Virtual Reality in the Classroom www.fieldtrip-vr.com

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Official Google Blog: Bring virtual reality field trips to your school with Google Expeditions

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Official Google Blog: Bring virtual reality field trips to your school with Google Expeditions

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At the Bronx Latin School in New York City, teacher Katrina Roman says the topic of ancient history doesn't usually set students abuzz. But this week, they took a field trip to ancient Mayan ruins using Google Expeditions, a virtual reality teaching tool built with Google Cardboard. Normally, their assignment would involve poring over photocopied photographs, but instead, they stood at the top of Chichen Itza, then examined detailed carvings at Tenochtitlan. Amid "oohs" and "aahhs," the students shouted out details they noticed and shot hands up to answer Ms. Roman's questions.

Starting today, we're bringing this experience to thousands of schools around the world with the new Expeditions Pioneer Program. During the 2015/2016 school year, we'll be bringing "kits" containing everything a teacher needs to run a virtual trip for their class: ASUS smartphones, a tablet for the teacher to direct the tour, a router that allows Expeditions to run without an Internet connection, and Google Cardboard viewers or Mattel View-Masters that turn phones into virtual reality headsets. Although nothing replaces hopping on the bus for a field trip, there are some places that are just out of reach (hello, Chichen Itza!). Virtual reality gives teachers a tool to take students places a school bus can't.

To help teachers learn how to use Expeditions, we'll be visiting thousands of schools around the world and bringing the kit for teachers to use in their classes for the day. Up first: Australia, Brazil, New Zealand, the U.K. and the U.S., followed by more locations as the school year progresses. At each school, our team will show teachers how Expeditions works and help set it up before class.

Right now, teachers can choose from a library of 100+ virtual trips to places like Mars, the Great Barrier Reef and the Great Wall of China. But we're constantly adding more trips with the help of partners like PBS, educational publisher Houghton Mifflin Harcourt, British documentarian David Attenborough in collaboration with Alchemy VR, and the Wildlife Conservation Society. We're also working with the Starfish Foundation to help students explore future careers by showing them a virtual day in the life of professionals including a veterinarian and computer scientist. And to help students achieve those career goals, we're working with First Lady Michelle Obama to support her Reach Higher initiative by taking students on virtual college tours.

And if you see one of these cars on the road, that's us! The folks at Subaru, who invest in education as part of their Love Promise initiative, have created a fleet of Expedition Pioneer Program rides that we'll be using to bring kits to schools.

If visiting Mars, trekking on the Great Wall of China or exploring what it's like to work at a veterinarian's office sounds like something your class would be interested in, head to the Expeditions Pioneer Program site and sign up.

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Bring virtual reality field trips to your school with Google Expeditions

# data[].attributes.attachment_link.description
At the Bronx Latin School in New York City, teacher Katrina Roman says the topic of ancient history doesn't usually set students abuzz. But this week, they took a field trip to ancient Mayan ruins using Google Expeditions, a virtual reality teaching tool built with Google Cardboard.

# data[].attributes.headline
Google Expeditions: Lesson Ideas & Support for Schools | Owlcation

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Google Expeditions: Lesson Ideas & Support for Schools | Owlcation

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Jonathan is a certified teacher who has taught in the UK and in the US. He now works as a Digital Learning Consultant.

The Case for Virtual Field Trips

Technology in schools is at its absolute best when it enhances and improves upon traditional classroom lessons. Virtual field trips are a great example of this. They give students an opportunity to explore a variety of amazing environments that they may never have the chance to visit in person, and it can be done at almost no cost to the school. Virtual field trips are here to stay, and they are getting better all the time.

What is Google Expeditions?

Google Expeditions is a unique classroom experience lets teachers take their students on guided virtual field trips. There are over 200 Expeditions available for schools and more are being added all the time. Everything from the Great Barrier Reef, to Buckingham Palace, and even outer space are available as destinations for your students. Each Expedition is a 360-degree experience that lets students explore some incredible locations while being guided by a teacher who highlights important features on the tour and asks probing questions to help students think more about the environment they are in.

Discover how one Iowa school experienced Google Expeditions

Getting Started With Google Expeditions

In order for you to take a virtual field trip with Google Expeditions, you need some hardware. In the US, you can buy Google Expeditions kits for your classroom from Best Buy Education. They are not cheap, but they come with everything you need including virtual reality headsets, Android smartphones, a tablet for the teacher, a router to connect your devices, and all the necessary charging cables. Each device comes preloaded with the Expeditions app. Currently, these classroom packs are available in sets of 10, 20 or 30, but you can also build a custom kit with only the components you need.

An alternative option is to create your own set. Many parents (and teachers) have old smartphones sitting unused in a drawer at home. These devices could potentially be used to help create your own Google Expeditions kit because there is an Expeditions app for Android as well as an app for iOS. If you can get enough device donations to create a class set, or are willing to let students use their own smartphones, then all that remains is to purchase VR headsets for the phones.

If you already have a cart of iPad or Android tablets at your school, you could, in theory, use those to take part in a Google Expedition. Devices like these won't fit in a VR headset, but they will still give students a similar experience when used with the Expedition app.

Google Cardboard is a Cheap & Accessible VR Headset

Planning & Preparing for Virtual Field Trips

Google Expeditions are designed to be a unique, engaging educational experience. Yes they are cool, and a lot of fun, but to get the most of this technology, teachers need to think about how to move beyond the novelty factor. That process begins with good lesson design. How does the Expedition you chose fit with the curriculum goals for your classroom? What are the key questions that you would like students to consider while experiencing the tour? How will this virtual field trip make your existing lesson better?

With questions like this in mind, Google has put together some resources for teachers to help them plan and build content around how best to use Google Expeditions in the classroom. Check out the links and the video below for ideas on how to get started:

Lesson Planning Ideas for Expeditions from Classroom Teachers

Starting a Google Expedition With Students

When you are ready to get started, there are a number of things to check before you begin. After a while, this checklist will become second nature, but it is a good thing to keep handy the first few times you do this, or when you are introducing Expeditions to teachers who may not be very familiar with how it works. Here's what you need to know.

1. Power on all devices

2. Ensure that the student devices and the teacher devices are connected to the same WiFi network, or to the Expeditions router. Students on a different network will not be able to take part in the tour.

3. Launch the Expedition app on the student and teacher devices.

4. If prompted, students should choose to be an explorer and tap the Follow button. Teachers should choose to be a guide and tap the Lead button.

5. Insert student devices into the VR headsets and ensure that they are orientated the correct way with the word Ready written in green letters on the screen.

6. On the teacher device, find the Expedition you want to show your students and tap it to download. Once downloaded, the tour will be saved to the device for future use.

7. Select the scene you want to begin with by sliding the cards left and right at the bottom of your screen. When you find the one you want, tap Play.

8. To direct student attention to a specific part of an image, scroll down and tap on the targets that are located beneath the teacher script.

9. To move to a new scene, swipe left or right on the cards to select a new location.

10. To exit the tour, tap the X in the top left-hand corner.

3 Top Tips for Leading A Google Expedition

The first time you begin an Expedition with students, the excitement level will be hard to contain. Their emotions will be high and the chances of them paying much attention to curricular level applications will be slim. So, plan accordingly. Pick a tour that is fun and something that will introduce them to all that they will experience on a Google Expedition. Let them explore, ask questions, and soak in all that it has to offer. Once they are done, explain how you hope to use these virtual field trips to enhance future lessons.

When you are in a tour, look out for the smiley face icons on your teacher device. These are the indicators that show you where your students are looking. There is one face for each student. When you ask your students to look at a specific part of the scene, the smiley faces will give you a good idea of how many students are looking where you asked them to look. Unfortunately, there is no way of telling exactly who is looking and who is not, but this is still a useful feature for seeing how many students are on task, and how many are not.

Each tour comes with a teacher script that can be read aloud while students are engaged in a virtual tour. However, that doesn't mean you have to read the script verbatim. Read it ahead of time and pick out the things that you think will be most relevant for your students. Be prepared for questions from the kids about things they see that are not on your script. Have your key questions about the Expedition ready and take some time to let the students experience the Expedition before you dive in with additional information.

Reflecting on Google Expeditions Field Trips

It is important to take some time with students to reflect on the Expedition after it has ended. How did the virtual field trip experience add to or enhance student understanding of this topic? What questions do they still have? Was there anything that they wanted to see, but couldn't see? These can be good questions to ask, and can help cement some of the learning that took place during the whole class event.

Have students share in pairs or small groups to vocalize how effective the Expedition was as a way to learn more about the topic you are studying. Afterwards, give students time to express some of what they experienced in a blog post, journal entry, or as a video response. This can be a valuable record of learning and, over time, could be an ideal way to reflect on the impact that Google Expeditions has on your classroom.

The Future of Field Trips

Google Expeditions may not replace traditional field trips any time soon, but as a way to take students to places that they may never have the chance to visit, it is hard to beat. The platform is relatively new, but with a low barrier of entry, and an instant wow factor, the ability for teachers to transform learning with Google Classroom is a very real possibility when married with good lesson design and intentional curricular use.

# data[].attributes.attachment_link.title
Google Expeditions: Lesson Ideas & Support for Schools

# data[].attributes.attachment_link.description
Jonathan is a certified teacher who has taught in the UK and in the US. He now works as a Digital Learning Consultant. Technology in schools is at its absolute best when it enhances and improves upon traditional classroom lessons. Virtual field trips are a great example of this.

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Build Your Own Google Expeditions Kit | Jonathan Wylie: Instructional Technology Consultant

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Build Your Own Google Expeditions Kit | Jonathan Wylie: Instructional Technology Consultant

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Introduction to virtual cameras | How virtual cameras work | Virtual cameras | Pixar in a Box | Khan Academy

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Introduction to virtual cameras | How virtual cameras work | Virtual cameras | Pixar in a Box | Khan Academy

# data[].attributes.attachment_link.description
Learn for free about math, art, computer programming, economics, physics, chemistry, biology, medicine, finance, history, and more. Khan Academy is a nonprofit with the mission of providing a free, world-class education for anyone, anywhere.

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Where are Riverside's landmarks? New book unveils the answer - Press Enterprise

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Where are Riverside's landmarks? New book unveils the answer - Press Enterprise

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When most people think of Riverside city landmarks, they probably think of downtown's historic courthouse, the Mission Inn or maybe the Riverside Municipal Auditorium.

But also on the landmark list - and featured in a new coffee table book published by the city - are more than 40 homes in varying architectural styles as well as churches, schools, parks, bridges, a mausoleum and two significant trees.

With glossy color photos of each building or place arranged in the order in which they were named landmarks, "Riverside's Landmark Legacy" is unlike most other books on the topic, which are either text-heavy history tomes or tourism pamphlets listing the locations of cultural spots.

"We have a lot of really unique buildings here in Riverside," city Historic Preservation Officer Erin Gettis said. "We wanted to think of a way to kind of elevate what it means to be a landmark."

That's what Gettis hopes the book will do. City officials created it a few years ago and recently updated it, drawing about $32,000 from a historic preservation fund to pay for a 1,000-book print run. Sales of the book should raise about $40,000 that would go back into the fund.
THEY WHO CAME BEFORE
Including two properties that were just approved for the list, the city has 134 historic landmarks. Applying for landmark status is free but requires paperwork detailing the history of the building or place, such as who built it and what significant events or people are connected with it.

For example, a palm tree at Victoria Avenue and Myrtle Street - city landmark No. 64 - was planted by President Theodore Roosevelt in 1903.

The Ramona Drive home of Pat and Anita Silvestri, designed by architect Henry Jekel in 1928, is landmark No. 116. Its arched doorways, twisting exterior columns and leaded glass windows with a few shots of color are typical Jekel touches, but Anita Silvestri said another feature she loves about the house is "a sense of all the people that came before."

Ernest and Louise Clarke, for whom the Spanish Colonial Revival home was built, left their own mark on city history: Ernest was longtime editor of the Riverside Daily Press, and Louise was one of the city's first female doctors and helped found Riverside Community Hospital.

Pat Silvestri said research for the landmark process took a few weeks and involved checking city archives and talking to a neighbor for details about who lived in the house before the Silvestris bought it 23 years ago.
SAVING HISTORY
Once a property is listed as a landmark, the city's cultural heritage board must sign off on big changes like building an addition or putting up a fence. Demolishing it could require an environmental study.

And even after the landmark plaque is installed, preserving the history it represents requires diligence. On a recent visit to the Santa Fe Depot - landmark No. 100 - Gettis was surprised to see a fence surrounding the 1924 Pueblo Revival building that now houses offices.

Though the fence fits with the depot's style, Gettis said, the city never issued a permit for it. In other cases, people have stolen the historic plaques for scrap metal.

Anita Silvestri said the landmark process can get city leaders - whose interest sometimes tilts toward new development - to recognize the places and people that helped shape the city over the years.

And without a way to protect them, "historical buildings get torn down or so totally remodeled that history is lost."

Gettis hopes the book of city landmarks will make more people aware of Riverside's cultural gems and perhaps inspire more people to apply for landmark status.

She told the photographers shooting for the book, "Go out and take pictures of these buildings that would make people want to go there."

Contact the writer: 951-368-9461 or arobinson@scng.com Twitter: @arobinson_pe

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Where are Riverside's landmarks? New book unveils the answer

# data[].attributes.attachment_link.description
When most people think of Riverside city landmarks, they probably think of downtown's historic courthouse, the Mission Inn or maybe the Riverside Municipal Auditorium. But also on the landmark list - and featured in a new coffee table book published by the city - are more than 40 homes in varying architectural styles as well as churches, schools, parks, bridges, a mausoleum and two significant trees.

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Career Expedition 8th-12th - Google Slides

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Career Expedition 8th-12th - Google Slides

# data[].attributes.attachment_link.description
Tes provides a range of primary and secondary school teaching resources including lesson plans, worksheets and student activities for all curriculum subjects.

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New feature: Switch between spaces in VR

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New feature: Switch between spaces in VR

# data[].attributes.attachment_link.title
New feature: Switch between spaces in VR

# data[].attributes.attachment_link.description
Projects in CoSpaces can be made up of different spaces. You can now easily switch between them while being in the VR mode. How it works

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Michael Bodekaer: This virtual lab will revolutionize science class | TED Talk | TED.com

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Michael Bodekaer: This virtual lab will revolutionize science class | TED Talk | TED.com

# data[].attributes.attachment_link.title
Michael Bodekaer: This virtual lab will revolutionize science class

# data[].attributes.attachment_link.description
Virtual reality is no longer part of some distant future, and it's not just for gaming and entertainment anymore. Michael Bodekaer wants to use it to make quality education more accessible. In this refreshing talk, he demos an idea that could revolutionize the way we teach science in schools.