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As school districts, colleges, and universities evolve teaching models to incorporate in-person, remote, and/or hybrid models to deliver instruction, many courses require hands-on, experiential learning.Through augmented and virtual reality (AR/VR), content typically taught with physical materials is modeled and animated to understanding of content.This paper explores the experiential learning model and the delivery of content in AR/VR.Additionally, use cases illustrating the implementation of zSpace, an AR/VR hardware and software solution, are explored.
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Joseph Parlier (2024) studied this question.
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