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FUTURE EDUCATIONAL IMPLICATIONS

Seamless Learning

Benefits of using AR/VR wearables in industry trades training has been explored. The benefits can be extended to the education system as a whole. Learning can happen anywhere and anytime, in both formal and informal settings. Wong and Looi (2011) defines seamless learning as the "seamless flow of learning across contexts" with the following ten characteristics:

  1. Encompassing formal and informal learning

  2. Encompassing personalized and social learning

  3. Learning across time

  4. Learning across locations

  5. Ubiquitous knowledge access

  6. Encompassing physical and digital worlds

  7. Combined usage of multiple device types

  8. Seamless and rapid switching between multiple learning

  9. Knowledge synthesis

  10. Encompassing multiple pedagogical or learning activity models

Since wearables can be wore or carried all the time, they are perfect for quick and easy transitions into different scenarios based on context, making seamless learning possible. 

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In Situ Context-Based Education

Wearable devices allow students to collect and analyze information in real-time. With visual, audio, and touch information, wearable devices can collect information about the physical environment to help provide students with just in time information. In an industry setting, this means better guidance on what to do for troubleshooting. This idea can be extended to provide informal education for K-12 students. For example, providing additional information on plants on a field trip to learn about native plant species. 

Ubiquitous Communication & Collaboration

Similar to how in industry training, wearable devices help enhance communication and collaborative learning. Students can utilize AR/VR to collaborate on 3D designs. By sharing the students' field of view, educators can also easily provide assistance remotely. 

Ability to Record and Share Information

The ability to easily record and share information through the camera on smart glasses can improve collaborative learning as students can more easily share their information. One potential application is using smart glasses to record notes or lectures (or convert lectures using voice-to-text) for review later (Kumar et al, 2018). 

Collection of  Biometrics Data

One of the features of wearables is the ability to collect biometrics data, offering a "quantified self" view of the student. These measurement data can be easily incorporated into AR/VR wearables with the addition of sensors. Studies have demonstrated that heart rate, skin conductivity, blood pressure, and pupil size can be used as indirect mearures of cognitive effort and engagement (Darnell, 2019). Kumar et al (2018) also proposed using smart glasses to measure pitch and sensor data to determine learner experience and concentration. These data can be used to assess the effectiveness of the instructional method for the particular learner. 

Personalize Student Learning Experience

Since wearable technologies are very intimate tools that are constantly worn by the student, it best reflects student experience, making them a great tool for collecting authentic student data.  Real-time data collection can include student behavior, academics, and even physical health. These data can be analyzed to optimize learning strategies and personalize a student's learning experience. 

Enrichment Through Touch

For kinesthetic learners, haptic wearable technology offers significant opportunities. AR/VR wearables give students an opportunity to actively explore an object and enhance the learning process (Pala, 2019). Simulating the sense of touch through technology such as haptic gloves or future haptic suits can make VR experiences much more realistic and enriching for the student. 

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