Designing AR/VR Learning Experiences for K-12 and Higher Education
DOI:
https://doi.org/10.56198/A6PFY55T8Keywords:
Immersive Learning, Instructional Design, Gamification, Pedagogy, AR, VRAbstract
Join us for an insightful panel presentation with Canadian teacher-scholars, instructional designers, and multimedia developers. Each panellist will share a case study and research findings focussed on integrating AR/VR technologies in service to the teaching and learning mission. We highlight the need for designing immersive learning experiences and environments to meet specific educational goals and learning objectives. Practical recommendations will offer tangible curricular resources and innovative instructional strategies. We aim to inspire and provoke discussion around immersive education challenges and possibilities, including accessibility, safety, assessment, presence, social interaction, and shifting learning into the global classroom. Guests will gain a deeper understanding of how AR/VR technologies are impacting K-12 and higher education.
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