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Conclusions: The Impact and Viability of AR, VR, and MR in the K-12 Classroom

6.4.5 Fidelity of Interaction

If the user is expected to interact with the experience, then the application must be extremely responsive, which is challenging in VR and MR. If the device is tracking the user’s body, it must be accurate and precise. The interaction between the body and the virtual objects must also be crisp and accurate. Even when the control devices are “Low-end” or primitive, such as using an Xbox 360 controller to navigate, that interaction must also be responsive and carefully tuned.

Interestingly, users “holding” a virtual tool will tolerate a great deal of indi- rection between their hand and the business end of the tool. It can look completely different from the tracked object they are holding, it can move at a different scale, and it can be oddly shaped. Nevertheless, people are able to use the tool effectively, as long as the interaction is crisp and they can see the results. This is because hand-eye coordination and other capabilities that the brain employs for tool using are very highly developed in humans.

6.5 Conclusions: The Impact and Viability of AR, VR,

presentation capabilities would allow the student or team of students to share their results with the class. Overall, the teacher must be able tofit this experience into the different paths through the curriculum.

I believe that the success of these technologies in other domains, combined with the presence of the digital and pedagogical infrastructure for the classroom, sug- gests that it is time to move from research to practice.

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Author Biography

John Richards Ph.D.,is an Instructor at the Harvard Graduate School of Education teaching courses in Education and Entrepreneurship. He is founder and President of Consulting Services for Education, Inc. (CS4Ed). CS4Ed works with publishers, developers, and educational organiza- tions, as they negotiate the rapidly changing education marketplace to improve businessplanning processes, and to develop, evaluate, and rene products and services.

John was President of the JASON Foundation, and GM of Turner Learningthe educational arm of CNN and the Turner Broadcasting System. Over the years, John has served on boards for a variety of education groups including NECC; Cable in the Classroom; Software Information

Industry Association (SIIA), Education Market section; and the Association of Educational Publishers (AEP). Johns projects have won him numerous awards including two Golden Lamps and several CODIEs, as well as several EMMY nominations. He is a respected keynote speaker, has been responsible for the publication of over 1000 educational products, and is the author/editor of over 100 chapters and articles, and four books, including Digital Teaching Platforms, Teachers College Press (with Chris Dede). He is the primary author of the Software and Information Industry Associations annual U.S. Educational Technology Market: Pre K-12 report.

The Potentials and Trends of Virtual Reality in Education

A Bibliometric Analysis on Top Research Studies in the Last Two Decades

Dejian Liu, Kaushal Kumar Bhagat, Yuan Gao, Ting-Wen Chang and Ronghuai Huang

Abstract Virtual reality has gained worldwide interest among the researchers in the field of educational technology recently. This chapter presents an overview of virtual reality research in education and also a bibliometric analysis was performed to evaluate the publications on virtual reality from 1995 to 2016, based on the Thomson Reuters’s Web of Science (WoS). A total of 975 related documents were analyzed based on their publication patterns (documents types and languages, major journals and their publi- cations, most prolific authors, most productive journals and their publications, and international collaborations). Bibliometric results show that the number of article has been increasing since 1995 exponentially. USA, UK and Chinese Taipei are the top 3 most productive countries/regions which are involved in virtual reality research in education. Thefindings would help the researchers to understand current develop- ments and barriers in applications of virtual reality in education.

Keywords Virtual reality

Education

Bibliometric analysis