Welcome back to this new edition of Education Technology Insights !!!✖
| | MAY 20259this space uses immersive tools like 360-degree photos and 3D avatars to introduce visitors to the Northern Cheyenne people. Users can explore artifacts, watch videos and view the tribe's buffalo herd in an interactive virtual space.Our third public space is the Freedom to Read Banned Books metaverse, created in collaboration with organizations like the American Library Association (ALA). In this space, visitors can explore the history of book banning, sign up for a free library card, listen to readings from banned books and eventually experience immersive storytelling of select books. This space is organized non-linearly, allowing visitors to explore intellectual freedom in five themed rooms.Augmented Reality (AR)We're currently using two types of AR applications. The first is a handheld hologram player, a fiberglass pyramid placed on a phone to project a 3D hologram. This setup is an excellent tool for teaching STEAM principles and catching people's attention, especially with hologram videos of our staff. We use the Spectre full-scale player and smaller pyramids. The second AR tool is our mobile app, SJSU iSchool Popups, which brings two avatars, Claire and Gen, to life on our printed materials. These avatars pop up to tell prospective students about our program and congratulate graduates. The app also allows users to take photos with the avatars and ask questions. We believe this interactivity is the future of AR-enabled print materials, enhancing storytelling with interactive features.ConclusionExtended reality (XR) represents a powerful set of tools for teaching and learning. Good instruction involves cognitive processing and XR uses gamification principles to engage learners with immersive 3D environments, interactive tasks and more control over information access. XR is now more usable and viable than ever, thanks to innovations like smartphones and browser-based VR, making these experiences accessible without expensive headsets. That said, it's important to diversify learning tools and XR technologies still come with barriers, such as time, skills and technological support. However, from a user perspective, XR is more accessible than ever before. The ability to create immersive, interactive experiences in 3D environments via browser or smartphone enables new ways to organize and introduce content. This truly represents a game changer for teaching and learning. With the global VR market expected to hit $87 billion by 2030, I highly recommend exploring XR components to enhance future learning activities. It's an exciting new tool for creating enriched learning experiences for students. The ability to create immersive, interactive experiences in 3D environments via browser or smartphone enables new ways to organize and introduce content < Page 8 | Page 10 >