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Virtual and Augmented Reality Facts and Uses in the Classroom

For ACE assignment or for educators to test knowledge on VR and AR technologies.

TylerRadalia
Created Date 06.12.22
Last Updated 06.15.22
Viewed 1 Times
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Topics of this game:
  • Virtual reality allows for experiences outside of the realm of possibility.
  • VR stands for ________________.
  • AR stands for ________________.
  • Digital learning is most effective when students are _______. Using VR and AR will make learning this way.
  • VR and AR are examples of an __________ technology (a technology that is relatively new & its potential uses are unrealized).
  • Virtual and augmented realities create opportunities for students to become excited about learning and feel more connected with the content.
  • To use VR and AR in the classroom, schools must have expensive goggles and equipment.
  • Using an emerging technology like VR in the classroom allows for an immersive environment where students are unaware that they are ________.
  • Virtual reality could be used in the classroom to _______________.
  • Augmented reality can create interactive classroom experiences like ___________.
  • Virtual Reality was first used with ______, because it can help users grasp abstract concepts and gain hands-on experience in a low-risk way.
  • AR/VR solutions cannot enhance, partially replace, or fully substitute for traditional classroom learning.
  • AR/VR can provide libraries of ________ content, experiences for specific subjects, and tools for students with learning disabilities.
  • ___ needs to be encouraged to invest in programs, resources, and initiatives that will help develop the use of AR/VR in educational settings.
  • VR/AR can be accessed on web-enabled devices including computers, _______, and mobile phones.

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