Extended reality (XR) technologies include a range of applications, websites, and devices that modify individualsʼ physical reality in some way (Raunschnabel et al., 2017). For example, augmented reality (AR) is a type of XR that layers one or more pieces of digital content onto an individualʼs physical environment, such as a classroom, sports field, or neighbor- hood. Virtual reality (VR) is another type, and it immerses users in a virtual environment generated by a computer. Mixed reality (MR) is a third type of XR, and it uses AR and VR to create immersive experiences based on an individualʼs physical environment.
In response to the technology-to-practice gap that exists around XR technologies, this edited book seeks chapters that address one or both of the following larger aspects across PreK-12 and/or secondary education contexts:
- Research that has generalizable, pedagogical implications for XR, and
- Detailed strategies based on implications that identify a specific type of XR technology and describe its utilization using examples drawn from different contexts, content areas, and learning outcomes
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