Innovative educators are already designing learning experiences using AR and VR that supercharge student motivation, encourage creativity, and make otherwise impossible educational adventures accessible to all. Reality Bytes can help you do the same, with easy-to-implement resources that will revolutionize how you approach instruction. Equip your students with the skills they’ll need in the future—today.
Reality Bytes: Innovative Learning Using Augmented and Virtual Reality written by Christine Lion-Bailey, Jesse Lubinsky, and Micah Shippee is an easy to follow guidebook that provides a framework on how to implement Augmented and Virtual Reality to engage students in meaningful experiences. Throughout the book, the reader is immersed in real-world examples, explanations, and advice on how to integrate this emergent technology. “Classroom Chronicles” featured stories from different educators who have used extended reality to recontextualize their lessons. It was followed by “Leveling Up in the Classroom” which helped the reader bring the strategy into their classrooms to use with any subject or grade level. These two sections of the chapter were the most beneficial and assisted in visualizing the possibility of infusing Augmented Reality in my classroom. The best thing about this book is the way Augmented and Virtual Reality are introduced within the myriad of hands-on lessons. How to leverage this technology is explained really well. The XR ABC toolbox breaks down the tool to match learning outcomes based on the 5E’s of STEAM, ISTE, the 4C’s and SAMR. I appreciated the QR codes and websites that were embedded in the chapters to get more information. The book and the authors’ style of writing kept me engaged and I was left with a positive feeling this immersive technology was possible in my future. I would highly recommend this book to anyone seeking to take their teaching to the next level.
Practical, engaging, and interesting - I really enjoyed this! Lots of examples of how educators have used VR & AR in the classroom, and transformative experiences that have resulted. Talks through how these examples tie to different STEM standards, bit not tied to any one set. QR codes lead to experiences throughout the book.
I'm most interested in different ways of making these XR experiences, and there's a lot of tools that I haven't played with yet written about here.