Beyond Pokemon Go: Mobile Ar & VR in Education

aut.publication.placeUniversity of South Australia, Adelaide, Australiaen_NZ
aut.relation.endpage138
aut.relation.startpage136
aut.researcherCochrane, Thomas
dc.contributor.authorCochrane, Ten_NZ
dc.contributor.authorJones, Sen_NZ
dc.contributor.authorKearney, Men_NZ
dc.contributor.authorFarley, Hen_NZ
dc.contributor.authorNarayan, Ven_NZ
dc.contributor.editorBarker, Sen_NZ
dc.contributor.editorDawson, Sen_NZ
dc.contributor.editorPardo, Aen_NZ
dc.contributor.editorColvin, Cen_NZ
dc.date.accessioned2018-11-19T04:25:27Z
dc.date.available2018-11-19T04:25:27Z
dc.date.copyright2016en_NZ
dc.date.issued2016en_NZ
dc.description.abstractThe new wave of mobile VR and AR are anticipated to become a multi-billion dollar industries in the near future (F. Cook, 2016) – how will this impact higher education? This Symposium will gather the collective experience and expertise of members of the newly established Ascilite Mobile Learning Special Interest Group (Ascilitemlsig) to explore and discuss the potential and issues surrounding the rapidly developing fields of mobile Augmented Reality and mobile Virtual Reality. The SIG seeks to draw develop an international community of mobile learning researchers in the context of mobile VR and AR. Building upon the global popularity of the Pokemon Go app, Google Cardboard, and the Samsung Gear VR, there is now widespread interest in these technologies, but still little expertise in integrating these within authentic educational experiences beyond another form of interactive content delivery. Members of the Ascilitemlsig will discuss the potential of mobile AR and VR for user generated content and contexts, share their recent practice-based research, and invite interaction from the wider Ascilite conference attendees.en_NZ
dc.identifier.citationIn Proceedings ASCILITE 2016, Adelaide, (pp. 136-138).
dc.identifier.urihttps://hdl.handle.net/10292/12046
dc.publisherAsciliteen_NZ
dc.relation.urihttp://2016conference.ascilite.org/conference-presentations/
dc.rightsThe author(s) assign a Creative Commons by attribution licence enabling others to distribute, remix, tweak, and build upon their work, even commercially, as long as credit is given to the author(s) for the original creation.
dc.rights.accessrightsOpenAccessen_NZ
dc.subjectMobile Learning; Augmented Reality; Virtual Reality; Authentic and contextual learningen_NZ
dc.titleBeyond Pokemon Go: Mobile Ar & VR in Educationen_NZ
dc.typeConference Contribution
pubs.elements-id215945
pubs.organisational-data/AUT
pubs.organisational-data/AUT/PVC - Learning & Teaching
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