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SchoolAI gives educators the time, data, and tools to design a better, more personalized classroom experience. Free for teachers. Create. Personalize. Engage.

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AI Toolkit- awesome guidance and resources!

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AI Toolkit- awesome guidance and resources!

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TeachAI | AI Guidance for Schools Toolkit

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The AI Guidance for Schools Toolkit is designed to help education authorities, school leaders and teachers create their own thoughtful guidance to achieve potential benefits of incorporating artificial intelligence in primary and secondary K-12 education while mitigating risks.

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Grow with >> 1. The Exciting Evolution TeachThought PD Tech Integration Workshops
Virtual reality (VR) has the potential to evolve-and perhaps revolutionize-education as we know it.

Specifically, it immerses students in their learning more than any other available medium. It blocks out both visual and auditory distractions in the classroom and has the ability to deeply connect students with the material they are learning in a way that's never been possible before. To say it's revolutionary may be underselling VR learning.

It's no secret that schools are striving to create technology-rich environments, but these must be deliberate, with a focus on learning and the curriculum; it's not enough to simply equip schools with computers and tablets. Most kids are exposed to technology, mainly for entertainment and communication purposes; it's changed the landscape of how they view the world.
2. The Potential Models
Schools should embrace kids' enthusiasm for technology used for entertainment, and leverage that into technology used for infotainment ...enter VR. In order to be successful in a traditional learning setting, however, the VR content must be meaningful, engaging, and navigable so that the learning sticks.

Education pedagogy needs to evolve to meet students where are; individualized instruction for each learner is the ultimate goal. Yet in many schools across the country, we're still applying the old factory model of schooling that has been around for nearly a century: students in rows, content disseminated homogeneously, and the "sage on stage" mode of teaching that promotes memorization, recitation, and regurgitation on tests. Demands on workforce readiness and post-education expectations require education to embrace a change. VR has the potential to dramatically shift how teachers teach, but more importantly, how learners learn.
See also Why Virtual Reality Is So Important 3. The Required Shift
For years now, schools have employed whiteboards, projectors, computers, tablets, gaming devices, and the like not only to deliver curriculum, but also to advance it. VR is appropriate for all students and specifically would benefit those with learning disabilities, ADHD, and other learning challenges because of its immersive qualities and engaging content. The sheer fact that many school districts now have a dedicated technology budget is proof that tech is here to stay.

As a former teacher, curriculum writer, education consultant, school board director, and parent, I've seen much of what surfaces in schools-successes and failures. Without a doubt when done properly, I believe VR will seismically shift education going forward. It's not enough, however, to simply put students in front of a computer and have them perform the same tasks.
4. The Standards For Quality
If we're viewing students as individual learners-which we should-then we need to allow these learners flexibility in educational pace, path, and content control, which can be accomplished through a robust VR curriculum.

How do you judge quality in VR content? It's important to consider for many ideas, including:
5. The Students' Perception Of Learning 6. The Existing-And Future-Ecosystem Of Learning

Curriculum rooted in standards to ensure learning is not occurring in a vacuum and aligns to the district's existing pedagogy.

Diversity in topics-students should recognize what they're seeing in VR to establish a comfort level, but also they should experience new things to deepen their knowledge and broaden their horizons.

Assessments that gauge students' learning based on what they're experiencing in VR settings. Learners should be able to demonstrate newly acquired or effectively reinforced skills. An integrated feedback loop so that teachers have access to their pupils' results is important, too.

A variety of programming types (e.g., animation, video, interactive games, etc.) that stretch learners' imaginations and stave off predictability. Students' senses should be stimulated so that they are fully engaged and immersed in the lessons by compelling auditory and visual components.

Functionality that allows users to interact by rewinding, pausing, skipping, etc., so that they are learning at their own pace and in control of the content delivery-this is student-centered learning in action.

Highly capable, reputable platforms so that production pieces are well-supported and can be viewed seamlessly.

A newer trend in schools is the use of flexible learning environments. For instance, a typical classroom might have students divided into several groups, each one working on something different, but all activities have been planned by the teacher and tie into the curriculum; often, one of the groups is working with computers. VR fits this flexible learning model well in that it can easily satisfy the technology-driven portion of the lesson.

More ideal would be the resource of a STEM or computer lab outfitted with VR to support an entire class simultaneously. The benefit with this scenario is exponential: while students work on their lesson in VR, the teacher is freed up to use her expertise and training in a more targeted manner with individual pupils as a facilitator, tutor, counselor, mentor, planner, or evaluator. This flexibility is priceless, as schools already recognize that many of the biggest gains in students' progress are based on customizable, student-centered learning.
Rene Gadelha is the curriculum director at VictoryVR (see www.VictoryVR.biz), a creator of virtual reality curriculum for K-12 schools. She is a former classroom teacher and has worked with Pearson Prentice Hall, CTB McGraw Hill, and ETS in the areas of curriculum development, item writing, and assessment scoring. 6 Considerations For Adapting Virtual Reality in Education; image attribution: Nan Palmero
Incorporating virtual reality in the classroom will be a work in progress. Quality VR content supports this goal because it will help further instruction and interest in the lesson content, while allowing teachers to pinpoint students' needs and address them with more individualized attention-this is optimal for both students and teachers...the VR revolution is on the horizon.

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6 Considerations For Adapting Virtual Reality In Education

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Grow with >> 1. The Exciting Evolution TeachThought PD Tech Integration Workshops Virtual reality (VR) has the potential to evolve-and perhaps revolutionize-education as we know it. Specifically, it immerses students in their learning more than any other available medium.

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The Value of AR/VR in Education Current Applications of AR/VR Technologies in Education Considerations and Recommendations for Policymakers
Digital technologies are continually transforming the field of education. In a 2019 Gallup survey, 65 percent of U.S. public school teachers said they used digital tools every day, while 13 percent used them a few days a week-and 85 percent saw "great value" in using them in the future. As momentum for educational technologies continues to grow, educators and institutions are looking for new ways to integrate digital solutions into classroom experiences. Augmented reality and virtual reality (AR/VR)-immersive technologies that enable users to experience digitally rendered content in both physical and virtual spaces-offer notable potential for edtech innovation. These technologies expand the possibilities of learning environments from K-12 classrooms to medical schools by reducing barriers from physical space, enhancing collaboration and hands-on learning, and providing individualized learning approaches that can help students at all levels thrive.

Policymakers can play a valuable role in accelerating adoption and encouraging innovation to realize the full potential of AR/VR technologies in education. Congress should direct the Department of Education to help to bridge existing knowledge and content gaps by:

investing in research into best practices to mitigate health and safety concerns for young children, and providing guidance on age-appropriate use;

providing resources and opportunities for educators to develop the skills and knowledge needed to successfully deploy these technologies, and developing resources and guidance to integrate AR/VR technologies into digital literacy initiatives to reduce the "learning curve" for students at all levels;

accelerating the development of quality, relevant, and age-appropriate immersive educational content by investing in government educational content for AR/VR and expanding AR/VR innovation in colleges and universities; and

supporting initiatives to expand access to AR/VR devices and applications.

Researchers have been exploring the potential of immersive technologies as an educational tool since at least the 1990s. AR/VR technologies are a promising addition to the growing field of education technology because of their immersive experiences, their ability to share information in new and engaging ways, and their potential to offer virtual experiences that expand access to educational opportunities that would otherwise be limited by cost or physical distance. However, AR/VR devices and applications have only recently become affordable and user-friendly enough for these solutions to actually be implemented in classrooms.

AR/VR technologies offer a wide range of capabilities to present information in more interactive ways than their two-dimensional counterparts. At the highest level, advanced VR systems can fully immerse users in a virtual environment, where they can interact with virtual objects as well as other individuals in real time. This kind of experience lends itself to hands-on learning that either simulates real-world experiences or presents complex information in ways that would not otherwise be possible. For example, students can view microscopic objects in 3D, or stand in the middle of a physics simulation. VR also offers the ability for users to enter pre-recorded 360-degree visual experiences-either still images or video-they can view but not manipulate or interact with. This less-immersive (but often lower-cost) approach can be beneficial when the visual presentation or sense of presence is the most important element of a given experience, such as visiting a historical site.

With AR, or mixed reality (MR), users can interact with virtual objects that appear within their physical surroundings. This is most beneficial for scenarios wherein users need to interact with virtual objects while also maintaining situational awareness of their physical environment. For example, students could follow digital overlays of instructions for complex activities such as learning how to repair a complex machine or conducting a medical procedure. Much like VR, AR also offers less-interactive experiences, allowing users to view static virtual objects or information within physical space. This is most beneficial when the object itself holds the most educational value-such as placing a virtual model of a sculpture or historic artifact in a classroom, or overlaying additional text or images on a historical site.

There is growing enthusiasm among students and educators-as well as parents, administrators, and institutions-around using immersive technologies as educational tools.

In a 2016 survey of 1,000 U.S. teachers conducted by Samsung Electronics and GfK, 93 percent said their students would be excited to use VR, and 83 percent believed these technologies could help improve learning outcomes.

In a 2017 joint report from digital and VR content companies and the DigiLitEY academic network, 70 percent of U.S. children ages 8 to 15 and 64 percent of parents expressed interest in VR experiences.

In a 2018 study from Common Sense Media, 62 percent of parents overall-and 84 percent of parents who had used it themselves-believed VR could provide their children with educational experiences.

Another 2018 survey finds that just under 50 percent of higher education institutions have either partially or fully engaged in VR deployment.

In a 2020 survey from Perkins Coie and the XR Association, respondents named education as the second most likely sector to be disrupted by immersive technologies in the near future.

AR/VR-based education tools offer enormous potential to transform the way students of varying ages and disciplines learn. Indeed, although research into the value and efficacy of AR/VR in education is ongoing, several studies indicate that AR/VR tools can enhance learning outcomes in both K-12 and higher education settings. Immersive solutions can present opportunities for educational experiences that would otherwise require significant travel or resources, such as visiting a faraway location or performing experiments in a laboratory. These experiences can also transcend physical space limitations to create educational opportunities that would not otherwise be physically possible, such as visiting another planet or period in history or manipulating enlarged models of microscopic objects. Further, AR/VR experiences can engage students in hands-on, gamified approaches to learning in a variety of subjects-which have been shown to support cognitive development and increase classroom engagement.

In addition to offering new types of experiences for all learners, AR/VR tools can improve overall learning outcomes for students. Immersive experiences have been shown to reduce cognitive load and distance, encourage higher engagement, and improve memory recall for complex or abstract topics, such as STEM (science, technology, engineering, and mathematics) subjects that often rely on two-dimensional representations of otherwise intangible concepts. And individual-level immersive learning allows for more personalized approaches that can accommodate different learning styles, speeds, and abilities. For certain types of learning, they can also provide feedback to students and educators and adjust individual learning objectives to meet students where they are-helping students realize their full potential and leaving fewer of them behind.

AR/VR in K-12 Education

Due to the unique capabilities of these technologies, immersive solutions are gaining popularity among K-12 educators and administrators. AR/VR solutions can either enhance, partially replace, or fully substitute for traditional classroom learning. Perhaps the most common use in K-12 settings currently is enhancing classroom experiences. For example, teachers can walk students through immersive virtual field trips or allow students to interact with 3D models using AR. However, schools are also turning to AR/VR solutions for blended and distance learning. The pivot to online and hybrid learning during the COVID-19 pandemic highlighted the value of teaching tools not being tethered to a physical location.

Immersive technologies allow students to passively participate in remote learning experiences and engage with instructors and peers in real time using shared virtual elements. For example, mobile AR allows students to view a painting on their wall or an object in their living room, while AR/VR-based virtual labs would allow them to conduct hands-on experiments regardless of whether they are present in a fully equipped classroom or laboratory. Fully immersive VR experience also have the advantage of reducing distractions during remote learning, thereby encouraging students to be fully present during lessons.

AR/VR technologies also offer promising tools to engage students-both in the classroom and remotely-with autism spectrum disorder (ASD), attention deficit hyperactivity disorder (ADHD), dyslexia, or other cognitive or learning disabilities. For example, VR experiences can help treat phobias in young people with ASD. Meanwhile, AR can assist students with learning disabilities by altering or enhancing physical learning tools such as textbooks or flash cards.

AR/VR in Higher Education

Box 1: AR/VR Access and Content Development at Higher Education Institutions

AR/VR labs, lending programs, and similar efforts can accelerate adoption of AR/VR edtech solutions at colleges and universities. These programs often provide students with their first hands-on experience with immersive technologies, and serve as a resource for faculty looking to integrate AR/VR solutions into their lessons. Interest in these offerings is growing: In the same Internet2 survey, although less than one-third of institutions (27 percent) were using AR/VR as part of their production IT environment, about half (53 percent) planned to deploy these technologies within the next three years.

The following are three examples of existing programs introducing students and faculty to immersive learning.

The Harvard Innovation Labs AR/VR Studio is open to all full-time, degree-seeking Harvard students. The studio includes a selection of AR/VR devices as well as content production equipment and software, and offers open sessions as well as guided workshops that encourage students to explore the potential of this technology.

Colorado State University launched an Immersive Reality Training Lab in 2019 to accommodate up to 100 students for simultaneous immersive learning experiences.Part of the university's Health Education Outreach Center, the lab was designed to enhance biomedical education with immersive simulations-without burdening students or faculty with the necessary equipment costs.

The University of Michigan XR Initiative, part of the university's Center for Academic Innovation, provides funding and guidance for faculty projects that implement AR/VR technologies across disciplines. The university also has several onsite labs with AR/VR devices and offers an equipment checkout service.

One well-established use of AR/VR in higher education is immersive simulations. Virtual simulations offer relatively low-cost alternatives to more traditional in-person scenarios while maintaining a level of immersion that makes participants feel like they are "really there." This is particularly useful for high-cost or high-risk scenarios, such as in health care education. Indeed, the cost of requisite software for a virtual simulation can be as low as one-tenth the cost of physical alternatives in medical education. Beyond medical education, virtual simulations can also facilitate soft-skills training, such as negotiation and communication skills.

AR/VR for Educators and Administrators

AR/VR technologies offer significant potential to enhance learning at all levels and across disciplines. As immersive technologies evolve, new use cases in educational contexts are continually emerging. This section highlights some of the recent innovations that are building the foundation for the future of immersive educational technologies.

K-12 Education: Enriching Classroom Experiences and Expanding Opportunities

Immersive technologies have the potential to create more engaging, effective, and equitable learning environments for children. Current solutions in this space include libraries of immersive content suitable for educational use, specialized content for targeted subjects and learning levels, and tools developed specifically to support students with learning disabilities.

Immersive Learning Curricula and Resource Collections

Many existing AR/VR products for K-12 learning offer preset curricula and collections of immersive experiences teachers can adapt to specific learning objectives. Existing offerings include publicly available resources from government agencies, education-focused collections from libraries of immersive content, and specialized services from companies focusing specifically on implementing AR/VR in immersive experiences.

Public Resources

The Smithsonian Institution offers a repository of open-access 3D models that allow users to view items from Smithsonian museums' collections in their physical surroundings using AR on a mobile device. Unlike print or digital two-dimensional representations, these models give the viewer a sense of scale and allow them to interact with them in three-dimensional space. Educators can use these resources to enhance classroom learning in subjects such as natural and U.S. history. The initial collection comprises 10 items, including full-size skeletons, cultural objects, and statues, all available with any camera-enabled mobile device on the web-based Voyager platform.

The National Aeronautics and Space Administration (NASA) also offers publicly available immersive educational resources instructors can integrate into lesson plans or broader learning experiences in museums or planetariums. These immersive experiences can place students in scenarios that would otherwise be impossible-such as experiencing life onboard the International Space Station or exploring another planet. In 2018, NASA released a VR experience that allows users to view a rocket launch from the launchpad. The agency also offers a collection of web-accessible 360° videos users can view on either a headset, computer, or mobile device.

Content Collections

The New York Times guide to "VR in the Classroom" includes lesson plans that integrate the publication's collection of 360° videos. The guide includes lesson plans for STEM and humanities subjects and step-by-step instructions for teachers who may not have extensive experience integrating immersive content in their classrooms. Although the lesson plans offer a beneficial resource, teachers can also use the 360° videos as standalone tools. The videos can be viewed on a computer or mobile device or using a head-mounted display.

Edtech Services

Subject Specialization

While some K-12-focused products offer a wide selection of content to cover a variety of subjects, others offer experiences for specific subjects or learning objectives.

BioDive by Killer Snails is a web-based VR experience built to teach middle school students about marine biodiversity. Students explore an underwater ecosystem as marine biologists, and the app prompts them to make observations and develop hypotheses in an online journal. Teachers can view individual student progress and help guide their learning. Students can access both the immersive experience and the online journaling feature on any web-enabled device.

Special Education

AR/VR's ability to provide individualized learning solutions can benefit all students, including those with cognitive and learning disabilities. In addition, there are immersive programs available specifically for special education, particularly for students with ASD.

Higher Education: Making the Theoretical Tangible and Equipping Students for Their Futures

Higher education solutions combine the learning advantages of immersive experiences with AR/VR's capacity to reduce barriers found in physical space. They are often more decentralized than their K-12 counterparts, giving students more opportunities to learn and explore independently with guidance from instructors. STEM and health care education have long stood at the forefront of immersive learning, but colleges and universities in particular are increasingly turning to AR/VR solutions to enhance education in less-obvious fields, including humanities and art, and even professional fields such as law and business.

STEM Education

Immersive experiences can be particularly beneficial in STEM education because they offer hands-on experiences that would be either logistically difficult or physically impossible in the real world. A growing number of STEM faculty and educational technology experts are developing creative ways to teach complex and often abstract concepts using AR/VR tools.

Polar Explorer is a VR teaching tool developed by researchers at Arizona State University, Northern Arizona University, the University of Arizona, and the University of Colorado Boulder to teach undergraduate students about the impacts of climate change on polar environments. The program takes students through interactive virtual field trips to the Arctic-an experience that few would have the financial resources or physical ability to have in real life.

Faculty at Universidad Católica San Antonio de Murcia in Spain used a VR environment built in the web-based Mozilla Hubs to develop hands-on lessons about the coronavirus. Not only could students explore learning tools such as a larger-than-life model of the virus, they could do so in real time alongside their professor and peers in a virtual environment at a time when in-person collaboration was not possible due to COVID-19 safety measures.

At Purdue University, astronomy students can explore interactive, 3D models of astronomical objects in a virtual, collaborative environment. Students and the professor can access the virtual space from anywhere using a headset or a computer, allowing the instructor to guide students through lessons that would otherwise rely on two-dimensional representations of these distant and complex phenomena.

Medical Training

Medical education requires significant hands-on, in-person learning to prepare students for everything from interacting with patients to completing complex procedures. Medical and health care educators are increasingly turning to AR/VR solutions to provide low-cost, low-risk, and often more interactive alternatives to traditional approaches in this field.

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The Promise of Immersive Learning: Augmented and Virtual Reality's Potential in Education

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The Value of AR/VR in Education Current Applications of AR/VR Technologies in Education Considerations and Recommendations for Policymakers Digital technologies are continually transforming the field of education. In a 2019 Gallup survey, 65 percent of U.S.

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A podcast about the automation of everything The award-winning podcast In Machines We Trust thoughtfully examines the far-reaching impact of artificial intelligence on our daily lives.

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A technology podcast from AIXR

The world of the Metaverse, including virtual reality, augmented reality, web3 and more is always in a constant state of flux, continuously advancing with the rule book being written by the second. We've teamed up with Accenture to explore this wonderful world of Metaverse, with specialists from across the world providing their unique insight and view on where we are heading next.

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Driven by accelerating connectivity, new talent models, and cognitive tools, work is changing. As robotics, AI, the gig economy and crowds grow, jobs are being reinvented, creating the "augmented workforce." We must reconsider how jobs are designed and work to adapt and learn for future growth.

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Co-hosts Jimmy Etheredge and Emmanuel Acho are joined by industry luminaries who are committed to building truly inclusive workplace cultures. In this episode we will unpack how leaders can create lasting change from the corner office to the newest hire. View Transcript Data is the new currency for drug development

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Technology is accelerating far more quickly than anyone could have imagined. During the next decade, we will experience more upheaval and create more wealth than we have in the past hundred years. In this gripping and insightful roadmap to our near future, Diamandis and Kotler investigate how wave after wave of exponentially accelerating technologies will impact both our daily lives and society as a whole. What happens as AI, robotics, virtual reality, digital biology, and sensors crash into 3D printing, blockchain, and global gigabit networks? How will these convergences transform today's legacy industries? What will happen to the way we raise our kids, govern our nations, and care for our planet?

Diamandis, a space-entrepreneur-turned-innovation-pioneer, and Kotler, bestselling author and peak performance expert, probe the science of technological convergence and how it will reinvent every part of our lives-transportation, retail, advertising, education, health, entertainment, food, and finance-taking humanity into uncharted territories and reimagining the world as we know it. As indispensable as it is gripping, The Future Is Faster Than You Think provides a prescient look at our impending future.

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The Future is Faster Than You Think, a new book by Peter Diamandis and Steven Kotler.

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Technology is accelerating far more quickly than anyone could have imagined. During the next decade, we will experience more upheaval and create more wealth than we have in the past hundred years. In this gripping and insightful roadmap to our near future, Diamandis and Kotler investigate how wave after wave of exponentially accelerating technologies will impact both our daily lives and society as a whole.

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The Future of Jobs Report 2023 explores how jobs and skills will evolve over the next five years. This fourth edition of the series continues the analysis of employer expectations to provide new insights on how socio-economic and technology trends will shape the workplace of the future.

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We are at the forefront of an accelerating rate of innovation, change, and disruption. Preparing our students for this adaptive culture is of utmost importance. My passion is helping school organizations build strategic plans and manage change to be future-ready and mentoring faculty to prepare our…