XR in Higher Ed


This is a unique experience for this youtuber who spent a week in a VR headset. It does raises many questions and give insights into the future of humanity.
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Posted by chayaw
A follow up and summary of living a week in VR: "What I Learned from Spending a Week in Virtual Reality | Jak Wilmot | TEDxVienna"
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Posted by chayaw
Brock's augmented reality marketing course recognized internationally
Brock University took the Pandemic and made lemonade with their exciting course, leading the way for Higher Ed institutions like Vanier to innovate and create with AR.

Course receives first place in 2020 Innovation in Business Award
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Posted by profpatra
Effects of Mobile Augmented Reality and Self-Regulated Learning on Students’ Concept Understanding
This study examines the effect of mobile augmented reality and self-regulated learning on students' concept understanding. This is a quasi-research design comprising of a pre and posttest non-equivalent control group. Data were collected from 91 students divided into two groups. The self-regulated learning instrument uses a four-point Likert scale and 20 multiple-choice test items to understand the concepts. The results showed that mobile augmented reality and high self-regulated learning abilities had a better understanding concept when compared to the use of textbooks...
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Facilitating Student Engagement in Higher Education Through Educational Technology: A Narrative Systematic Review in the Field of Education | Full article available to Vanier teachers in the XR at Vanier team.
Abstract
Developing, sustaining, and improving student engagement is of vital importance to higher education instructors. Educational technology has been linked to student engagement, and preservice and in-service teachers need to develop information communication and technology (ICT) skills and knowledge to apply them in the classroom as well as to develop ICT skills in students. Thus, further investigation of this link in the field of education is needed. This narrative systematic review is a synthesis of 42 peer-reviewed articles from across four international databases, published between 2007-2016 and is a subset of a larger systematic review. The results indicate that the majority of research has been undertaken within undergraduate preservice teacher education, predominantly in the US, Hong Kong, and the UK, with limited attention given to grounding research in theory. This review found educational technology supports student engagement, with behavioral and affective being the most prevalent dimensions. Social networking tools (SNT), knowledge organization and sharing tools, text-based tools, and website creation tools were the most effective at promoting engagement. However, caution is needed when employing SNT and assessment tools, as they were also more likely to lead to disengagement. Further research is needed on how educational technology affects disengagement, how tools are used in online teacher education programs, and how to effectively integrate SNT in education programs.
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Teachers’ concerns about adopting technology-enhanced embodied learning and their mitigation through Professional Development
N.B. The full text is available to CEGEP educators through the CDC.

Technology-enhanced embodied learning is argued to have the potential to revolutionize K-12 education. Despite the affordances of technology-enhanced embodied learning, its integration in mainstream education is currently at slow pace. Slow adoption of technological innovation is not a new issue in the education arena. Several factors are contributing to why in-service teachers are being reluctant to adopt educational innovations. This study investigated the concerns of 31 in-service primary education teachers about adopting technology-enhanced embodied learning using the Concerns Based...
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Ready Student One: Exploring the Predictors of Student Learning in Virtual Reality
Immersive virtual reality (VR) has enormous potential for education, but classroom resources are limited. Thus, it is important to identify whether and when VR provides sufficient advantages over other modes of learning to justify its deployment. In a between-subjects experiment, we compared three methods of teaching Moon phases (a hands-on activity, VR, and a desktop simulation) and measured student improvement on existing learning and attitudinal measures. While a substantial majority of students preferred the VR experience, we found no significant differences in learning between conditions. However, we found differences between conditions based on gender, which was highly correlated with experience with video games. These differences may indicate certain groups have an advantage in the VR setting.
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Ready Student One: Exploring the predictors of student learning in virtual reality | Cornell University
Can Virtual Reality Change Your Mind? | Thong Nguyen | TEDxMinneapolis
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Virtual Reality | Cedars-Sinai
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