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  1. How the metaverse can transform education. By Nick Clegg, President, Global Affairs, Meta. Metaverse technologies have the potential to transform school lessons, enhance vocational training, and create new opportunities for lifelong learning. Read more.

  2. Apr 12, 2023 · Metaverse technologies have the potential to transform school lessons, bring teachers and students together remotely in shared spaces, enhance vocational training, and create new opportunities for lifelong learning.

  3. At Meta, we are focused on building an ecosystem to support learning in the metaverse. This includes empowering the next generation of AR/VR creators, transforming the way we learn through high-quality immersive experiences and increasing access to education through technology.

    • Letter from the Authors
    • What is the Metaverse?
    • What is XR?
    • Mixed Reality (MR)*
    • Virtual Reality (VR)
    • Technological
    • Affordances: What Is XR Good For?
    • CASE STUDY
    • RECIPE FOR SUCCESS — HOW TO AVOID THE “OVERSOLD, UNDERUSED” PARADIGM
    • Tech as a Tool, Not a Silver Bullet
    • GETTING STARTED IN THE METAVERSE
    • What will XR give me that is not available in the teaching tools that are currently available to me?
    • What are the learning objectives?
    • What are the learning outcomes?
    • To prioritize, here are some questions to help you think about your learners:
    • Starter questions
    • As we search for existing materials, how can learner preferences and needs impact our XR development and material sourcing?
    • LEVEL 3: BEGIN DESIGNING NEW XR CONTENT, IF NECESSARY
    • Consider the following questions:
    • Consider the following questions when designing new content:
    • LEVEL 4: DELIVER A MEASURABLE EXPERIENCE
    • Final evaluation questions:
    • FINAL REFLECTION
    • ABOUT MERIDIAN TREEHOUSE
    • Daniel Pimentel
    • Géraldine Fauville
    • Kai Frazier
    • Eileen McGivney
    • Sergio Rosas
    • ACKNOWLEDGEMENTS
    • Design & Copy Editing: Exactly Agency
    • Existing XR Learning Experiences
    • Additional Collections of XR Learning Experiences:

    You’ve likely seen the word Metaverse in the media. The opportunities for this “next iteration of the internet” are exciting, especially for learning. In the Metaverse, we imagine students building skills and exploring in shared virtual spaces without the boundaries of the physical world. As we bring the promise of new technologies into education, ...

    Imagine standing in your living room but feeling Three decades after Stephenson’s social as though you are exploring the ocean floor allegory, advances in computational science alongside a friend who lives on the other side of and communication technology are making the the world. This is possible in the Metaverse. Metaverse more of a reality.2 Met...

    XR, which stands for “extended reality,” or “cross reality,” is a catch-all term for immersive technologies used to access the Metaverse: augmented, mixed, and virtual reality. XR also represents a spectrum where each of these technologies is situated between a completely computer-generated virtual environment (high virtuality) on one end and the p...

    Tool: See-through head-mounted display to merge virtual content with the user’s physical environment. Description: Interactions between physical and virtual objects are more natural. For example, virtual characters can hide behind physical objects, and vice versa. Scenario: Two students in different rooms use an MR device to scan their unique physi...

    Tool: Head-mounted display to enter and interact with a computer-generated virtual environment. Description: Audio and visual stimuli from the physical world are replaced with those of the virtual world. Scenario: Two students in separate rooms put on a VR device and are now on a virtual coral reef. They look down at their new virtual body of a scu...

    Manufacturing: Costs of XR hardware to access the Metaverse has been steadily declining, meaning XR adoption is likely to continue to increase over time. 5G: The ubiquity of high-speed internet connectivity will improve accessibility to the Metaverse globally.

    XR has some characteristics that align well with certain learning goals and processes because they enable learners to engage in certain tasks. We refer to these characteristics and their resulting potential for learning as affordances.

    AR Reef is a mobile-based AR application that teaches learners about how their actions on land impact ocean health. Using a smartphone or tablet, the learner can “place” a digital picture frame on a vertical surface, from which the reef and its inhabitants emerge. This visualizes an underwater environment that is dificult to visit in real life, and...

    Define your learning goals then see if XR could help you achieve them Make sure your budget includes all costs (e.g., maintenance, training) along with the cost of the XR platform(s) itself Be realistic concerning what XR can achieve Create or find high quality learning content in XR Allocate time for educators to implement, experiment, and iterate...

    Teachers are often unfairly blamed for poor implementation of tech in the classroom. Technology is not the silver bullet to fix struggling systems of education. Technology is merely one of the tools available in the educator’s toolbox. Moreover, a tool is only as good as its ability to serve a specific goal. After a century of this vicious cycle, p...

    Now that you have an understanding of learning in the Metaverse, you may be wondering if XR is right for your learning objectives and students. What follows is a series of questions to help you think judiciously about embedding XR into your teaching practice. No matter your role in education, it is imperative to keep the students, your learners, fr...

    Acknowledge other parameters, or organizational limitations, capable of shaping those key outcomes such as:

    What specific things do I want students to learn or achieve by the end of each day? The technologies your learners need and can access The cost of these technologies

    What do I want students to achieve overall once they reach all objectives? The age requirements of hardware and software The physical environment in which your learners are learning What are the needs of my diverse learners?

    Background: How do your learner’s experiences and their unique circumstances impact how they perceive learning? Learning Modality: What is your learner’s preferred way of learning (e.g., in person, virtual, or hybrid)? Support: What community of support (educators, family, tutors) does your learner have access to while they navigate the Metaverse? ...

    What learning objective would benefit most from XR? Is pre-existing XR content that supports this objective available? How can I leverage my existing lessons to build upon or connect to the resources available to me? How do I leverage subject matter experts to help me build an immersive experience or just help me understand how to begin? What are t...

    Background: What experiences has your learner had with XR? Learning Modality: What formats does your learner prefer when learning? Do they enjoy reading text, 2D visualizations, short-form videos, project-based work, etc.? Support: What kinds of support can we scaffold for your learner? Do they prefer learning ontheir own, collaborating with peers,...

    Whether you build XR content yourself or outsource it to a third party, this section provides some questions to get you started.

    What kind of content do you have in mind? How long would the experience last? How will the content be culturally relevant and respectful for your diverse learners? What do you want the learner to create to demonstrate comprehension? In what ways will XR enhance learning, if at all? Who can you learn from (i.e. consult an expert to help you navigate...

    Background: What kind of content does your learner enjoy consuming (i.e. social media, entertainment)? Learning Modality: What scaffolding does your learner need to develop and apply their learning (i.e. timing, artifact creation, etc)? Support: What scaffolding does your learner need to develop and apply their learning (i.e. timing, artifact creat...

    As you build out and make plans to deliver your curriculum, be sure to consider how you’ll measure your learning outcomes. A recommended approach is to focus more on the process of learning, understanding, and reasoning instead of what content students know, do not know, or whether or not they reached a learning outcome. Does your design and execut...

    Background: What does success look like for your learner in the learning experience? Learning Modality: What metrics are important to consider through the learning experience of your learner (e.g., engagement, attitude, motivation, agency)? Support: What are the various measurement tools and protocols to check for your learner's knowledge understa...

    This introductory guide is designed to serve as an onramp to learning in the Metaverse. Though you may have more questions than answers, we hope you feel confident to discuss and imagine the possibilities of XR in education. As new technologies emerge—impacting how people live, work, and learn—we are motivated to every learner the opportunity to th...

    Meridian Treehouse is an award-winning nonfiction storytelling and experiential agency that cultivates multidisciplinary collaboration and innovation. Its team of scientists, educators, storytellers and technologists is committed to using the tools of today and tomorrow to build accessible and inspiring lifelong learning resources. The firm special...

    As an XR creator and Assistant Professor of Immersive Media Psychology at the School of Journalism and Communication at the University of Oregon, Dr. Pimentel’s work explores how immersive storytelling can help address prosocial and pro-environmental issues.

    A marine biologist, ocean educator, and Assistant Professor in the Department of Education, Communication, and Learning at University of Gothenburg, Sweden, Dr. Géraldine Fauville studies how immersive technologies contribute to environmental science learning and ocean literacy.

    Educators in VR • Educational VR Apps database Nanome: a VR platform to visualize nanoscale molecules. National Geographic Explore VR: a VR experience where the user searches for a colony of Emperor Penguins in Antarctica as a National Geographic photographer. Prisms VR: experiences that teach math through movement, experience, and discovery. Sketc...

    Educators in VR • Educational VR Apps database Nanome: a VR platform to visualize nanoscale molecules. National Geographic Explore VR: a VR experience where the user searches for a colony of Emperor Penguins in Antarctica as a National Geographic photographer. Prisms VR: experiences that teach math through movement, experience, and discovery. Sketc...

    Educators in VR • Educational VR Apps database Nanome: a VR platform to visualize nanoscale molecules. National Geographic Explore VR: a VR experience where the user searches for a colony of Emperor Penguins in Antarctica as a National Geographic photographer. Prisms VR: experiences that teach math through movement, experience, and discovery. Sketc...

    Educators in VR • Educational VR Apps database Nanome: a VR platform to visualize nanoscale molecules. National Geographic Explore VR: a VR experience where the user searches for a colony of Emperor Penguins in Antarctica as a National Geographic photographer. Prisms VR: experiences that teach math through movement, experience, and discovery. Sketc...

    Educators in VR • Educational VR Apps database Nanome: a VR platform to visualize nanoscale molecules. National Geographic Explore VR: a VR experience where the user searches for a colony of Emperor Penguins in Antarctica as a National Geographic photographer. Prisms VR: experiences that teach math through movement, experience, and discovery. Sketc...

    Educators in VR • Educational VR Apps database Nanome: a VR platform to visualize nanoscale molecules. National Geographic Explore VR: a VR experience where the user searches for a colony of Emperor Penguins in Antarctica as a National Geographic photographer. Prisms VR: experiences that teach math through movement, experience, and discovery. Sketc...

    Educators in VR • Educational VR Apps database Nanome: a VR platform to visualize nanoscale molecules. National Geographic Explore VR: a VR experience where the user searches for a colony of Emperor Penguins in Antarctica as a National Geographic photographer. Prisms VR: experiences that teach math through movement, experience, and discovery. Sketc...

  4. Oct 1, 2023 · Notably, this study is among the first, to the best of our knowledge, to introduce the pioneering concept of Meta-AI in education and propose its potential to revolutionize the educational landscape by synergistically combining generative AI technologies, such as ChatGPT, with Metaverse education.

  5. Sep 2, 2023 · This study offers a comprehensive understanding of Metaverse’s potential, limitations, and critical factors contributing to its education success. By providing immersive and interactive learning experiences tailored to individual student needs, Metaverse holds the power to revolutionize teaching and learning.

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  7. Mar 20, 2024 · Marginalized groups in the academy face added external pressure that can become internalized through implicit biases and historical limitations imposed on one’s potential for achievement based on various social identities.

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