Instead of using VR to gamify the classroom, students can use VR to develop higher-order thinking skills that are critical for thriving in today’s digitally connected society

Reaching the 4Cs with 3D and virtual reality


Instead of using VR to gamify the classroom, students can use VR to develop higher-order thinking skills that are critical for thriving in today’s digitally connected society

Key points:

  • Stay up to date on the latest trends about learning in the digital age

I thought I was ahead of the times when I acquired virtual reality headsets and othermixed reality technology via a grant award in late 2019. The pandemic shutdowns halted my plans to use the acquired virtual reality headsets for virtual field trips and other STEM investigations. Returning to in-person learning just six months later, the prospect of utilizing this tech for meaningful integration seemed more daunting and less appealing.

Create your Free Account to Continue Reading

eSchool News is Free for qualified educators. Sign up or login
to access all our K-12 news and resources.

Please enter your email address.

This field is hidden when viewing the form

More News from eSchool News

Want to share a great resource? Let us know at submissions@eschoolmedia.com.