Augmented and Virtual Reality: What's the Big Deal?
This game is designed to help players build their declarative and conceptual knowledge of augmented and virtual reality and their place in the K-12 classroom.
Created Date
01.30.22
Last Updated
02.02.22
Viewed 1 Times
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Topics of this game:
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A complete immersion into a computer-simulated experience that seems to shut out the physical world is also known as
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An experience where digital elements are layered over or added to a live view of the physical world is also known as
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An experience where digital elements and physical elements interact is known as
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The popular game Pokemon GO! is an example of
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The popular game Beat Saber, played on the Oculus Rift, is an example of
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Which of the following is the largest obstacle to widespread educational adoption of AR and VR?
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One way that AR and VR can enhance learning in the English Language Arts classroom is by allowing students
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One way that AR and VR can enhance learning in the science classroom is by allowing students
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One way that AR and VR can enhance learning in the social science classroom is by allowing students
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One way that AR and VR can enhance social-emotional learning is by allowing students
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Engagement and motivation are critical to student learning. AR and VR can trigger increased engagement and motivation through the novelty of the experience.
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When students are curious and engaged, they are more likely to retain their learning.
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When we engage students with AR and VR, we are not only preparing them for their futures with technology, we are also stimulating their creativity.
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Libraries are a great place for schools to implement AR and VR experiences because
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AR and VR are emerging technologies whose place in the educational classroom grows stronger as the technology grows stronger.
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