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It’s been seven years since Pokemon Go introduced augmented reality to the masses and caused a global craze. Since then, consumers have used a slew of applications that alter their reality—from more mundane uses like TikTok filters adding cat ears to someone’s head to more immersive experiences like Meta’s Oculus headset video games. Beyond shopping and gaming, augmented, virtual, and mixed reality software could become an invaluable tool for education. While research shows promise, classrooms have been slow to adopt immersive tech, just as they were slow to adopt PCs in the 80s and 90s.
Could a research and development strategy that includes government investment help integrate this tech into the classroom? Evan is joined by Juan Londoño, policy analyst at the Information Technology and Innovation Foundation (ITIF), where he focuses on augmented and virtual reality. You can read his paper on immersive learning here.
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It’s been seven years since Pokemon Go introduced augmented reality to the masses and caused a global craze. Since then, consumers have used a slew of applications that alter their reality—from more mundane uses like TikTok filters adding cat ears to someone’s head to more immersive experiences like Meta’s Oculus headset video games. Beyond shopping and gaming, augmented, virtual, and mixed reality software could become an invaluable tool for education. While research shows promise, classrooms have been slow to adopt immersive tech, just as they were slow to adopt PCs in the 80s and 90s.
Could a research and development strategy that includes government investment help integrate this tech into the classroom? Evan is joined by Juan Londoño, policy analyst at the Information Technology and Innovation Foundation (ITIF), where he focuses on augmented and virtual reality. You can read his paper on immersive learning here.
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