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SESSION

Title
Augmented and Virtual Reality Technology Effectiveness in CTE and STEAM

Session Code
2025

Venue
Phoenix Convention Center

Room
226 C



Description

Through examples in the areas of CTE, the presenters will discuss why AR/VR has much potential for motivating and increasing students' learning effectiveness. The presentation will also present a successful collaboration between CTE and STEAM. Specifically, AR/VR engages students, provides an affordable and safe environment for real-world experiences, and allows students to practice hard and soft skills. Performing competency tests in zero-risk environments with the added benefit of significant financial savings. This technology provides real-time feedback and analysis, providing safe testing of psychomotor skills and remediation as needed. AR/VR is also growing in various industries, and today's students will likely encounter it in their future jobs. AR/VR will help prepare our students with integrated critical thinking and problem-solving skills they will likely encounter in real-world situations. Applications in the career pathway include construction, manufacturing, aircraft simulation, law and public safety, and more. Participants will Learn what is needed to embrace AR/VR technology in their learning environment.