Extended Reality Technologies Overview

Extended Reality Technologies Overview

Assessment

Interactive Video

Computers

6th - 8th Grade

Hard

Created by

Patricia Brown

FREE Resource

The video introduces a skill subject on augmented and virtual reality, developed by One M1B Foundation in partnership with Meta India. It highlights the importance of extended reality in bridging the gap between the physical and digital worlds, creating new job opportunities, and preparing students for future technologies. The curriculum is designed for grades 6-8, with no prior knowledge required, and includes experiential and project-based learning. The course is divided into two modules, covering software aspects, applications, and hands-on projects. Comprehensive learning materials are provided for both students and teachers.

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10 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the primary purpose of extended reality technologies?

To enhance physical fitness

To replace traditional education

To eliminate the need for mobile phones

To bridge the gap between the physical and digital worlds

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Why is it important for students to learn about XR technologies?

To ensure they can build their own computers

To prepare them for future job opportunities

To make them experts in social media

To help them become professional gamers

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a key feature of the XR skill subject curriculum?

It focuses solely on theoretical learning

It is designed for students in grades six to eight

It requires advanced knowledge of programming

It is only available to college students

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the focus of Module 1 in the XR curriculum?

Developing advanced programming skills

Understanding the hardware requirements of XR

Exploring the software aspects of XR

Learning about the history of XR

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which of the following is NOT a part of extended reality?

Virtual Reality

Physical Reality

Augmented Reality

Mixed Reality

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

In which sectors are XR applications discussed in Module 1?

Construction, Real Estate, and Urban Planning

Banking, Finance, and Insurance

Agriculture, Mining, Fishing, and Forestry

Healthcare, Education, Retail, Entertainment, and Gaming

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the primary focus of Module 2 in the XR curriculum?

Exploring XR's role in traditional education

Understanding XR's impact on social media

Developing hard skills to create XR technologies

Learning about XR history

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