25 resources to bring AR and VR into the classroom

November 26.

Affordable tools like cardboard virtual reality headsets and apps like ARizar and Arloopa are making virtual and augmented reality (VR and AR) a practical tool for the classroom.

If you haven’t yet dabbled in AR or VR and don’t understand the appeal, imagine studying underwater ecosystems and going scuba diving with the whole class with just a smartphone and a $6 headset. Benefits include increased engagement and shared experience among students. students. Teachers can take advantage of many of the virtual reality applications that are used by individual laptops, iPads, or electronic whiteboards already in the classroom.

There are all kinds of ways this technology opens doors for students. Jullia Suhyoung Lim, an educator and designer from New York, developed a HoloLens simulation game to help autistic high school students develop social interaction skills.

In the game, the teacher sets up a learning quest in which students enter a virtual situation that is customized to meet their special needs. When they put on the HoloLens, they see a virtual cape with characters that look human. The purpose of the game is for students to get close to the characters, interpret the situation and start a conversation relevant to the situation.

Check out the video below to learn more about Lim’s game:

It’s just one of thousands of ways virtual reality is advancing learning.

Although virtual reality is changing rapidly, the resources below are a good starting point.

360cities: Where do your students want to go? Just type Rome, Tokyo, London and go anywhere in the world with a 360 degree view. Free.

4D Anatomy: Subscription-based app allows students to explore the human anatomy.

Alchemy VR has partnered with Expeditions to produce experiences narrated by naturalist David Attenborough. Otherwise, schools can purchase their own kits for $4,000 for 10 kits.

Arloopa: Allows you to move 3D objects exactly where you want them to be in the augmented reality experience.

Aug that: Has a large library of content-based augmented virtual reality.

ARize: Allows you to link directly to a website.

Edu Spaces: Tools and resources that enable students to create in 3D, learn to code, and connect with the curriculum on a new level.

Curioscope: This innovative platform has one person wearing a t-shirt while the other uses a smartphone to launch the app and learn about the human body in a whole new way.

Discovery VR – Discovery has added a VR app that allows you to experience your favorite Discovery shows like Deadliest Catch or Mythbusters in VR.

EON Reality: Students and teachers can create a blended learning environment that allows creators to combine 3D with PowerPoint, notes, sound effects, and more.

Immersive VR Education: The free education platform allows teachers to create their own lesson plans and immersive experiences.

ISTE Librarian Network Webinar: Elissa Malespina, author of Augmented Reality in Education: Bringing Interactivity to Libraries and Classrooms, has created a webinar on using AR and VR in the classroom.

google cardboard: Inexpensive headsets that sell for less than $10 and work with smartphone VR apps.

Google Expeditions Pioneer AR Program: With Google Expeditions kits, you’ll have everything you need to take students on a virtual field trip anywhere from an underwater coral reef to Machu Picchu. But the kits are not cheap. They cost $4,000 for a set of 10.

Mattel View-Master Virtual Reality Viewer: At $17, this viewer costs a bit more than cardboard, but it’s made of plastic and may last a bit longer.

Minecraft Education Edition: The popular game has an educational version that allows students to create their own virtual world, like Jamestown or Fort Clatsop.

Nearpod: This is a free virtual reality-based curriculum for teachers.

Quiver: Bring color to life with augmented reality content on biology, geometry, and the solar system. The app is less than $10.

Schell Games: Involve game experiences designed to positively impact a person’s habits, attitudes, or knowledge.

Thinglink: Subscription-based program allows teachers to create interactive images and videos.

Timelooper: The free app allows students to go back in time in London, from medieval times to World War II.

Unimersiv: This individualized and immersive learning platform publishes content monthly.

Wild Eyes: If your students are excited about virtual reality, they might want to support this campaign to fund a virtual tour of the nation’s National Parks.

Woofbert VR: Lets you explore art galleries from around the world.

YouTube 360: Explore the streets of Paris or the trails of the Grand Canyon with free videos shot with a 360 camera.

zSpace: Offers different STEM programs, including Euclid’s Shapes or Human Anatomy at various prices.

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Jennifer Snelling is a freelance writer based in Eugene, Oregon, and the mother of two digital natives.

This is an updated version of an article that was published on January 4, 2017.