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Showing posts with label mixed reality. Show all posts
Showing posts with label mixed reality. Show all posts

Monday, October 16, 2017

Faculty Envision EdTech’s Future Reality

 More than 80% of respondents in Campus Technology’s second annual Teaching with Technology Survey of higher-ed faculty said that virtual-, augmented-, and mixed-reality technologies will have the most impact on education over the next decade, ahead of video, adaptive learning, and even mobile devices.

That impact is already being felt. A report on the online higher-ed market by technology research and advisory firm Technavio noted that the growing popularity of augmented and virtual reality is spilling over into online education, with instructors incorporating these emerging visual technologies to boost the interactivity of the online learning experience.

Of course, awareness and enthusiasm may play out differently. In the Campus Technology survey, faculty ranked mobile devices and apps No. 2 on their list of the top 10 technologies for the next 10 years, but also listed mobile devices in second place in their tally of tech they wish they didn’t have to deal with in the classroom.

Monday, July 31, 2017

Immersive Tech Nears a Tipping Point

Higher education is closing in on a tipping point for immersive learning, according to Marci Powell, chair emerita and former president of the United States Distance Learning Association. Immersive includes 3-D, augmented reality (AR), virtual reality (VR), and mixed reality (MR), which refers to a hybrid environment where physical and digital entities interact in real time.

For Campus Technology’s midpoint check-in on the year’s ed-tech trends, Powell noted that the prices for virtual-reality headsets are heading sharply down as new models continue to roll out, and AR- and VR-ready laptops are negating the need for expensive hardware and servers to support VR. She added that the growing number of VR lesson plans available makes assembling a curriculum with the technology faster and easier.

However, since have/have-not gaps haven’t yet been fully bridged for such comparatively common needs as smartphones and broadband access, the market is still far from a point where all students can use more advanced immersive tech at home or in the classroom. Institutions should be working now to ensure they’re able to provide such access as the technology becomes more mainstream.