This paper explores the potential for wearables, augmented reality (AR) and virtual reality (VR) to help create more responsive learning environments that:
- Increase student engagement
- Enhance the personalization of learning
- Increase understanding of others’ experiences and perspectives
- Help develop greater levels of self-awareness
- Foster critical thinking
- Increase student agency
The paper presents a frame for understanding how such technologies add a layer of “digital depth” atop physical reality. It also takes a closer look at each technology, with emphasis on its relevance to education. It includes vignettes of possible ways in which wearables, augmented reality and virtual reality could support the creation of responsive learning environments.
This paper will be of interest to many education stakeholders and ends with implications to consider when evaluating potential uses of AR and VR, as well as other emerging technologies in education.
Source Organization: Knowledge Works