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内容由Max Bodach and Foundation for American Innovation提供。所有播客内容(包括剧集、图形和播客描述)均由 Max Bodach and Foundation for American Innovation 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal
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Virtual Reality Check w/ Juan Londoño

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Manage episode 384915044 series 3530279
内容由Max Bodach and Foundation for American Innovation提供。所有播客内容(包括剧集、图形和播客描述)均由 Max Bodach and Foundation for American Innovation 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal

It’s been seven years since Pokemon Go introduced augmented reality to the masses and caused a global craze. Since then, consumers have used a slew of applications that alter their reality—from more mundane uses like TikTok filters adding cat ears to someone’s head to more immersive experiences like Meta’s Oculus headset video games. Beyond shopping and gaming, augmented, virtual, and mixed reality software could become an invaluable tool for education. While research shows promise, classrooms have been slow to adopt immersive tech, just as they were slow to adopt PCs in the 80s and 90s.

Could a research and development strategy that includes government investment help integrate this tech into the classroom? Evan is joined by Juan Londoño, policy analyst at the Information Technology and Innovation Foundation (ITIF), where he focuses on augmented and virtual reality. You can read his paper on immersive learning here.

  continue reading

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Manage episode 384915044 series 3530279
内容由Max Bodach and Foundation for American Innovation提供。所有播客内容(包括剧集、图形和播客描述)均由 Max Bodach and Foundation for American Innovation 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal

It’s been seven years since Pokemon Go introduced augmented reality to the masses and caused a global craze. Since then, consumers have used a slew of applications that alter their reality—from more mundane uses like TikTok filters adding cat ears to someone’s head to more immersive experiences like Meta’s Oculus headset video games. Beyond shopping and gaming, augmented, virtual, and mixed reality software could become an invaluable tool for education. While research shows promise, classrooms have been slow to adopt immersive tech, just as they were slow to adopt PCs in the 80s and 90s.

Could a research and development strategy that includes government investment help integrate this tech into the classroom? Evan is joined by Juan Londoño, policy analyst at the Information Technology and Innovation Foundation (ITIF), where he focuses on augmented and virtual reality. You can read his paper on immersive learning here.

  continue reading

84集单集

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