<?xml version="1.0" encoding="UTF-8"?><oembed><type>video</type><version>1.0</version><html>&lt;iframe src=&quot;https://www.loom.com/embed/ab8b26a0af1040828a71588d7b93f7d0&quot; frameborder=&quot;0&quot; width=&quot;1920&quot; height=&quot;1440&quot; webkitallowfullscreen mozallowfullscreen allowfullscreen&gt;&lt;/iframe&gt;</html><height>1440</height><width>1920</width><provider_name>Loom</provider_name><provider_url>https://www.loom.com</provider_url><thumbnail_height>1440</thumbnail_height><thumbnail_width>1920</thumbnail_width><thumbnail_url>https://cdn.loom.com/sessions/thumbnails/ab8b26a0af1040828a71588d7b93f7d0-00001.gif</thumbnail_url><duration>392.67399999999986</duration><title>Trends in Education Technology: Augmented, Virtual, and Mixed Reality</title><description>In this video, I discuss the trends in education technology, specifically focusing on augmented reality (AR), virtual reality (VR), and mixed reality (MR). I explain what each of these technologies is and provide examples of how they are used. I highlight the benefits of using these technologies in the classroom, such as safety, fostering creativity and imagination, driving student engagement, and visualized learning. However, I also address the cons, including the price, risk of addiction, lack of flexibility, and downgrading human connection. I conclude by sharing an example of how VR can be used in the classroom and emphasize how these technologies can level the playing field for all students.</description></oembed>