2. VR VERSES AR
Virtual Reality Augmented Reality
• Require goggles or something
held up to your face
• A separate reality than the one
you are currently in
• Allows for interaction
• Allows for immersion
• Common examples: Video
games
• Utilizes handheld devices for
technology
• Changes or adds to the reality
you are in
• Allow for interaction
• Common examples: Snapchat
or Pokémon Go
3. TEACHING TOOLS
• Speaks to our brain in multiple ways
• Learning styles
• Enhance the classroom experience
• Replace some traditional methods
• Models
• Posters/diagrams
• Becoming more affordable
• Versatile
• Levels of learning
• Subject areas
4. DISTANCE LEARNING AND VR
• The ability to be in a virtual classroom with your professor
• The ability for the professor to use VR technology by showing the class examples of
what they’re talking about
• Give an in-class experience without being in class
5. AUTISM AND VR
• Trouble taking abstract concepts and applying them to real life situations or
knowledge
• Use VR to show connection
• Can control the environment
• Social Learning
• Social scenarios and cues
6. TRAINING
• One of the more prominent issues
• Not a lot of empirical data
• Requires substantial training in order to be effective