The classrooms of 2016 and beyond will take advantage of effortlessly ambient and
immersive learning spaces that feed on the massive data output of an invisibly connected Internet of Things space.
Not exact matches
Virtual reality, although initially is highly targeted to games (it was born for the video game industry), it can have a big
space in education and training, as it is very
immersive (it gives way to
immersive learning).
«Similarly,
immersive virtual and augmented reality experiences could be designed so that first - generation students, particularly those who are geographically isolated, could explore the campuses and
learning spaces of vocational or higher education so that these are demystified and less alien.»
We have implemented an
immersive experience in «Real World Problem Solving» - such as designing a new «21st century
learning space» for the school library or studying agricultural sustainability in order to develop a local permaculture garden.
For schools that use SMALLab equipment, «there are 12 motion - capture cameras to track students» movements as they
learn in an
immersive, interactive
space.
We aim to instigate some cultural shift — opening up our museums to be more social, recreational, and
immersive spaces for the teens
learning in the 21st century.»