This session will describe the results of a pilot study where augmented reality (AR) and virtual reality (VR) applications were used to supplement learning in a second-year multivariable calculus class. The framework of best practices used to guide technology selection and tutorial design will be referenced but the focus of the session will be on examining student feedback and discussing implications for this classroom and others. Feedback indicated that both technologies enhanced student learning, that learning could be further enhanced by improving accessibility, and that complementary use of the two technologies merits further exploration. In a discussion led by an instructor, an educational developer, and the designer of the CalcVR app, participants will be provided with an opportunity to consider ways to optimize the complementary effects of AR and VR technologies in various educational settings while also minimizing accessibility challenges. Note that the findings to be shared are relevant to all disciplines, not just STEM subjects.
Presenters
Burcu Karabina
Lecturer, University of Waterloo
Lynn Long
Education and Learning Specialist, XR CoP Coordinator, University of Waterloo