"An intriguing whitepaper from personalized learning nonprofit KnowledgeWorks explores how wearables, augmented reality and virtual reality could play out in education. Take one example shared in the report of a fourth-grader: She's wearing a Hello Kitty "smart sleeve" and toting her tablet in a matching knapsack as she heads into the homework center after school and begins to tackle a writing assignment. After 10 minutes of staring at a blank screen and experiencing a rising heart rate, her wearable triggers a "nudge" from an app that reminds her that it's OK to ask for help. She clicks on an icon and receives a holographic image of her coach in a corner of her device, calmly and clearly offering her immediate help."—Source: Campus Technology
WHY THIS MATTERS:
Combining wearables with AR and VR could add a deeper level of engagement and effectiveness to tech-enhanced learning experiences, but these are relatively new ideas. Educators need to fully evaluate the value and usefulness of blending immersive technologies with physically worn devices. —Eduwire Editors