November 16, 2021 | Suzanne Schriar: Guest Blogger, Associate Director, Library Automation & Technology PI, Targeting Autism, IMLS Grant Project, Illinois State Library
For over three decades, augmented reality (AR) and virtual reality (VR) have been ubiquitous in the world of gaming. Increasingly, these technologies have become more widely applied in educational settings. The following information provides an explanation of AR and VR, their use in schools, libraries, as well as their value for teaching empathy and potential applications within Project ENABLE.