Mixed Reality In Education

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Mixed Reality In 1994, Paul Milgram and Fumio Kishino defined mixed reality as the eventuality between a “Virtuality Continuum” (VC), where the continuum extends between the real and virtual environment with Augmented and Virtual Reality also ranging between. The “Virtuality Continuum” covers a spectrum of the different forms of mixed realities from physical, real environments and virtual environments. In between these two extremes lie Augmented Reality in which physical environments are accompanied with digital information and Virtual Reality in which virtual environments are accompanied with physical information (Trektoff and Ouellette, 2008). The “Virtual Continuum” proposed by Milgram and Kishino (1994) is an interesting framework because…show more content…
Presently a topic of research and development, Mixed Reality can be used in many applications, evident in the arts and entertainment industries (Introduction: Designing Mixed Reality, 2016). However, as the need of more purposeful and interactive combination of physical and virtual learning resources has proved vital in the field of education, Mixed Reality is also branching out to address the need to improve the learning experience of students. By incorporating Augmented and Virtual Reality technologies to create impactful learning resources, Mixed Reality aims to supplement deprecated learning materials being used by educators (Trektoff and Ouellette, 2008). Applications of Augmented and Virtual Reality in Education In history, education had always been slow to properly utilize technology. Although the Education Technology…show more content…
The support of training individuals in specific tasks is described by AR applications made for skills training. Such applications are, for instance, used in airplane maintenance, where each step of a repair is displayed, necessary tools are identified, and textual instructions are included. The applications are often implemented with head-mounted displays. AR/VR Gaming. The field of gaming offers new powerful opportunities for educators which have been ignored for many years. Educators have recognized the significance of games in educational environments. AR and VR technologies enable the development of games which take place in the real world and are augmented while being provided with virtual information. The limiting factor of these technologies is our own creativity, especially when it comes to applications for education and training. There are almost an endless number of ways to improve the deprecated teaching techniques used in education and we are already seeing the positive impact it has brought today. By integrating AR and VR into the learning process, students find themselves more engaged with the topic and will be excited by the new ideas they are being exposed to. By fostering intellectual curiosity, retention levels are considerably higher and the costs in many situations can be much lower than traditional techniques (Angel,
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