Friday, November 2, 2018
Most people who have tried using virtual reality think it’s cool --
if at first a little nausea-inducing. Augmented reality and 3-D printing
and scanning at their best elicit awestruck expressions. Can these tools help students learn? Can institutions with
limited budgets pull off ambitious projects? Can skeptical faculty
members be convinced to experiment with unfamiliar technology? At their core, three-dimensional technologies allow students to “go
places they couldn’t otherwise go or do things they wouldn’t otherwise
do,” said D. Christopher Brooks, director of research at Educause. Virtual reality environments transport users
to space or inside microscopic cells; augmented reality gives students
superpowers of object manipulation. These experiences don’t spring up overnight, though. They require
structured collaborations between instructors, instructional designers
and IT units. Read the entire Inside Higher Ed article here.