1 65% - hp.com · 4business wire, “survey finds teachers want to make virtual reality a reality...

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Are classrooms plugged into reality? Using virtual reality (VR) and augmented reality (AR) to deliver unstandardized, enhanced education What are the benefits of incorporating VR in the classroom? 3* Excites students to learn Encourages creativity Makes difficult concepts easier to understand Significantly lowers cost of field trips 68% 32% 39% 23% The value of VR Do you use AR in the classroom? 2 Teachers in China 21% Teachers in the U.K. 13% Teachers in the U.S. 9% Do you use VR in the classroom? 2 Teachers in the U.S. 5% Teachers in China 5% Teachers in the U.K. 10% Key: Yes No Priceless learning opportunities When schools invest in new technologies, it transforms the learning experience for students, enabling them to more fully engage with the material. It enhances their ability to: Comprehend complex concepts Improve collaboration skills and exercise creativity Travel virtually anywhere around the world How would teachers use VR in the classroom? 4 Reimagine teaching with tech Many educators recognize the value of using technology for instructional purposes, but have yet to adopt the most innovative educational tools in the classroom. Some even avoid adoption altogether, assuming these technologies are too costly, difficult to manage, distracting for students or veer too far from traditional teaching methods. of students in today’s primary schools will work in jobs that don’t exist yet. 1 It’s time to reinvent the classroom to prepare students for the future, not the past. 65% Gear up for the future When used in a classroom setting as an instructional medium — versus an educator replacement — VR and AR support more holistic, real-world learning and help children play a more active role in the learning process. Technology is an investment that can facilitate real-world learning environments and give students exposure to the kinds of tools they’ll likely use in their professional lives. It also enables students to take virtual field trips that otherwise would be financially and logistically impossible. Reality 101 VR Set entirely in a virtual world without real-world visual context AR Set in the real world with contextual digital elements overlaid Truly immersive VR tools cultivate better knowledge retention than textbook learning. 5,6 Sources 1 Cathy N. Davidson, Now You See It: How Technology and Brain Science Will Transform Schools and Businesses for the 21st Century (New York: Penguin Books, 2012). 2 World Economic Forum, “New Vision for Education: Fostering Social and Emotional Learning Through Technology,” March 2016. 3 Extreme Networks, “Virtual Reality Surging Into the Classroom,” August 30, 2016, https://content.extremenetworks.com/extreme-networks blog/virtual-reality-surging-into-the-classroom-2 (accessed October 19, 2017). 4 Business Wire, “Survey Finds Teachers Want to Make Virtual Reality a Reality in the Classroom,” June 27, 2016, https://www.businesswire.com/news/home/20160627005621/en/Survey-Finds-Teachers-Virtual-Reality-Reality-Classroom (accessed April 23, 2018). 5 New Media Consortium (NMC)/The Consortium for School Networking (CoSN) Horizon Report, 2016 K–12 Edition, 2016. 6 Touchstone Research, “The Top 10 Companies Working on Education in Virtual Reality and Augmented Reality,” June 2, 2016, https: touchstoneresearch.com/the-top-10-companies-working-on-education-in-virtual-reality-and-augmented-reality/ (accessed April 23, 2018). *Percentages based on surveyed respondents. Want to make VR and AR a reality in your classroom? Download the e-book, “New Realities in Education.” Put a student’s education in his or her own hands VR and AR empower children to actively participate in the learning process, no matter the subject. Supplement standard lesson plans and reinvent the classroom for tomorrow’s leaders by thinking outside the confines of textbooks and tablets. InMind 2 VR: Adventure game explores the chemistry behind human emotion Slice&Dice: Realistic physics game engages problem-solving skills Virtual Plant Cell: Educational journey dissects the inner workings of a plant cell Science Mondly: Real conversations with virtual characters help build fluency in 28 languages Foreign Language MissionV platform: 3-D model replications bring historical sites to life Apollo 11 VR: A new type of documentary recreates the events of this mission Google Expeditions and Unimersiv: Immersive field trips take students virtually anywhere World Studies Tilt Brush by Google: 3-D brush strokes turn any room into a canvas Kingspray Art: Graffiti simulator creates unique street art design Art Minecraft: Popular app now experienced in VR pushes creativity and critical thinking skills Play “Life-wide learning is important. The classroom should extend to everything a student encounters in life. Technology gives us the power to do that.” Christopher Dede, Ed.D., Timothy E. Wirth Professor in Learning Technologies at The Harvard Graduate School of Education Simulate experiences relevant to course content 72% Discover distant landmarks 69% Explore otherwise inaccessible locations 68% Students under the age of 13 should only use the technology under the direct supervision of a parent and/or teacher and in accordance with the manufacturer’s user guide in order to reduce the risk of personal injury, discomfort, property damage, and other potential hazards and for important information related to students’ health and safety when using the headset. Use should be limited per the needs of the individual user. The technology may require software, third-party applications, and/or minimum system requirements. © Copyright 2018 HP Development Company, L.P. The information contained herein is subject to change without notice.

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Are classrooms plugged into reality?Using virtual reality (VR) and augmented reality (AR) to

deliver unstandardized, enhanced education

What are the benefits of incorporating VR in the classroom?3*

Excites students to learn

Encourages creativity

Makes difficult concepts easier to understand

Significantly lowers cost of field trips

68%

32%

39%

23%

The value of VR

Do you useAR in the classroom?2

Teachers in China

21%

Teachers in the U.K.

13%

Teachers in the U.S.

9%

Do you useVR in the classroom?2

Teachers in the U.S.

5%

Teachers in China

5%

Teachers in the U.K.

10%

Key: Yes No

Priceless learning opportunitiesWhen schools invest in new technologies, it transforms the learning experience for students, enabling them to more fully engage with the material. It enhances their ability to:

Comprehend complex concepts

Improve collaboration skills and exercise creativity

Travel virtually anywhere around the world

How would teachers use VR in the classroom?4

Reimagine teaching with techMany educators recognize the value of using technology for instructional purposes, but have yet to adopt the most innovative educational tools in the classroom. Some even avoid adoption altogether, assuming these technologies are too costly, difficult to manage, distracting for students or veer too far from traditional teaching methods.

of students in today’s primary schools will work in jobs that don’t exist yet.1 It’s time to reinvent the classroom to prepare students for the future, not the past.

65%

Gear up for the futureWhen used in a classroom setting as an instructional medium — versus an educator replacement — VR and AR support more holistic, real-world learning and help children play a more active role in the learning process.

Technology is an investment that can facilitate real-world learning environments and give students exposure to the kinds of tools they’ll likely use in their professional lives. It also enables students to take virtual field trips that otherwise would be financially and logistically impossible.

Reality 101

VR Set entirely in a virtual world

without real-world visual context

ARSet in the real

world with contextual digital elements overlaid

Truly immersive VR tools cultivate better knowledge retention than textbook learning.5,6

Sources1Cathy N. Davidson, Now You See It: How Technology and Brain Science Will Transform Schools and Businesses for the 21st Century (New York:Penguin Books, 2012).

2World Economic Forum, “New Vision for Education: Fostering Social and Emotional Learning Through Technology,” March 2016.3Extreme Networks, “Virtual Reality Surging Into the Classroom,” August 30, 2016, https://content.extremenetworks.com/extreme-networksblog/virtual-reality-surging-into-the-classroom-2 (accessed October 19, 2017).

4Business Wire, “Survey Finds Teachers Want to Make Virtual Reality a Reality in the Classroom,” June 27, 2016, https://www.businesswire.com/news/home/20160627005621/en/Survey-Finds-Teachers-Virtual-Reality-Reality-Classroom (accessed April 23, 2018).

5New Media Consortium (NMC)/The Consortium for School Networking (CoSN) Horizon Report, 2016 K–12 Edition, 2016.6Touchstone Research, “The Top 10 Companies Working on Education in Virtual Reality and Augmented Reality,” June 2, 2016,https: touchstoneresearch.com/the-top-10-companies-working-on-education-in-virtual-reality-and-augmented-reality/ (accessed April 23, 2018).

*Percentages based on surveyed respondents.

Want to make VR and AR a reality in your classroom?

Download the e-book,“New Realities in Education.”

Put a student’s education in his or her own handsVR and AR empower children to actively participate in the learning process, no matter the subject. Supplement standard lesson plans and reinvent the classroom for tomorrow’s leaders by thinking outside the confines of textbooks and tablets.

InMind 2 VR: Adventure game explores the chemistry behind human emotion Slice&Dice: Realistic physics game engages problem-solving skills Virtual Plant Cell: Educational journey dissects the inner workings of a plant cell

Science

Mondly: Real conversations with virtual characters help build fluency in 28 languages

Foreign Language

MissionV platform: 3-D model replications bring historical sites to lifeApollo 11 VR: A new type of documentary recreates the events of this missionGoogle Expeditions and Unimersiv: Immersive field trips take students virtually anywhere

World Studies

Tilt Brush by Google: 3-D brush strokes turn any room into a canvas Kingspray Art: Graffiti simulator creates unique street art design

Art

Minecraft: Popular app now experienced in VR pushes creativity and critical thinking skills

Play

“Life-wide learning is important. The classroom should extend to everything a student encounters in life. Technology gives us the power to do that.”

Christopher Dede, Ed.D., Timothy E. Wirth Professor in Learning Technologies at The Harvard Graduate School of Education

Simulate experiences relevant to course content72%

Discover distant landmarks69%

Explore otherwise inaccessible locations 68%

Students under the age of 13 should only use the technology under the direct supervision of a parent and/or teacher and in accordance with the manufacturer’s user guide in order to reduce the risk of personal injury, discomfort, property damage, and other potential hazards and for important information related to students’ health and safety when using the headset. Use should be limited per the needs of the individual user. The technology may require software, third-party applications, and/or minimum system requirements.

© Copyright 2018 HP Development Company, L.P.

The information contained herein is subject to change without notice.