Immersive Learning is the utilisation of Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) to enhance and deliver student learning outcomes.
PlayStation VR and HP Z VR Headsets
Pokemon Go, Snapchat filters and Google Glass
Skype on Microsoft HoloLens
Beyond the wow factor that mixed reality technologies provide students, they also support specific learning outcomes in the Designing and Developing Digital Outcomes component of the revised New Zealand Curriculum.
These outcomes include:
*information gathered from “New realities in education”
The Sprout Pro is a new all-in-one computer that can deliver on a variety of digital technologies areas in the revised New Zealand Curriculum.
Using a unique combination of technologies and experiences, the Sprout Pro has been designed specifically for modern learning.
Students can develop critical thinking skills, increase their ICT literacy and innovate and design in ways that haven’t been possible in a classroom before this. It lends itself well to project-based learning as well as creative, media-rich documentation, and can also facilitate learning practices around coding and robotics, 3D design and engineering as well as datadriven research. The Sprout Pro is a great example of technologies designed to aid the development of digital citizens.
Designed to deliver cutting-edge visual quality and superb comfort, the Professional Edition HMD enables students to engage with digital content and immerse themselves In the world around them.
Simple to keep fresh and sanitary between users, the headset is perfect for sharing amongst school environments.
Students can utilise the Professional Edition HMD to develop computational thinking through physically viewing and unpacking complex problems across science, technology, engineering and mathematics.
Explore the beauty of Rome or uncover the hidden secrets of Machu Pichu. HoloTour gives students the ability to transcend time and experience different cultures and times in history.
With capabilities to explore realms entirely outside of the physical classroom, students can engage with current and historical issues on a level not possible through traditional educational methods – a direct outcome inside the Nature of Technology strand.
MasterpieceVR allows students to sculpt and paint using intuitive features that lets them build tangible objects and high quality models. Experiencing the curriculum in an entirely new way, outcomes can be achieved through incorporating interdisciplinary problem and project-based learning, enabling students to see how a wide variety of knowledge and skill sets tie together in the real world.
Digital technologies will soon be essential outcomes in your classrooms, speak to us today about how to prepare and best implement digital learning in your school.