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Validated Efficacy with AR/VR in Education and Workforce Training Beyond the Science Experiment: Building Soft Skills with AR and VR By Joe Parlier, Ed.D. To read full article on web, visit: https://theleamingcoursel.com/article/beyond science experiment building soft skills and v 66 Students are able to develop soft skills that are critical to success in both higher education and the workforce. the LEARNING COUNSEL Research and Context on the Digital Education Experience As augmented reality (AR) and virtual reality (VR) learning experiences become increasingly common in K-12 classrooms, the value this technology brings to STEM and Career and Technical Education programs is becoming increasingly evident. Educators are using immersive technology to expose students to worlds and situations that would be challenging or impossible in a classroom setting: exploring human and animal anatomy, building and observing the flow of air through car engines; learning trades such as welding and travelling to communities and countries to experience different cultures. These interactive experiences empowered by AR and VR often deliver social and emo- tional learning opportunities in addition to the scientific lessons. Both in STEM program- ming and in non-scientific AR and VR applications, students are able to develop soft skills that are critical to success in both higher education and the workforce. 99 When it comes to developing empathy, persevering when confronted with challenging content or failure, managing anxiety, and developing critical thinking skills, AR and VR applications help educators support students to overcome some of the common barriers to learning and deliver skill-building programming. zSpace edtechx X holdings Investigating Potential Relationships Between Adolescents' Cognitive Development and Perceptions of Presence in 3-D, Haptic-Enabled, Virtual Reality Science Instruction R. L. Hite, M. G. Jones, G. M. Childers, M. Ennes, K. Chesnutt, M. Pereyra & E. Cayton Journal of Science Education and Technology 1658 1090043 15 T DOL10100010956-013-9764 ONLINE FIRST Journal of Science Education and Technology Springer How VR and AR take CTE programs to the next level BY MIKE MACCHIAROLA June 21st, 2019 To read full article on web, visit https With the advent of new resources, CTE programs are helping prepare students for future careers and success eSCHOOL NEWS Daily Tech News & Innovation Studies consistently reveal the importance of career and technical educa tion (CTE) programs as a method to reduce dropout rates and to keep students focused on high school graduation. Across Pasco County Schools, where we educate 75,000 students, the vision for our CTE program is to provide broad exposure to CTE experiential learning opportunities while equipping students to be life-long learners To accomplish that goal, it is critical that we enable our CTR students to embrace advanced technologies that will be commonplace in the jobs and careers of the future. As the workforce demands that even entry-level employees have the skills and training needed to take on new challenges, our perspective is that by creating opportunities for students to engage with and learn from advanced technologies in the classroom, it will put students on an immediate career path following graduation Interactive CTE programs with VR and AR This year, our CTE department integrated augmented reality (AR) and virtual reality (VR) laptops from space into our Health Sciences career cluster and Agriculture/Veterinary Assisting Program curriculum AR/VR has the unique ability to deliver immersive learning that places our students in an interactive learning environment, either physically or virtually, to replicate possible scenarios or to teach particular skills or techniques. The simulations, role play, and virtual learning environments are changing education and enhancing learning. 16
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