Seventh graders explore the difference between virtual reality, which drops you into a made-up world, and augmented reality, which layers digital things onto the real one, plus how the headsets track you and where the tech is used.
Students will be able to…
A VR headset puts you on a mountain that is not there; AR drops a dinosaur into your real classroom. What separates virtual from augmented reality, and what do we trade for them?
Project this and open each card to explore what VR and AR are, how they work, and the trade-offs.
Tap any phase to open the teacher moves and student actions.
Put on a VR headset and you are standing on a mountain that is not there. Hold up a phone in AR and a dinosaur appears in your classroom. Both change what you see. How are they different?
Students explore how VR and AR work.
Students classify examples.
Students design a VR or AR idea.
Students reflect on VR and AR.
Aligned to the CSTA K-12 Computer Science Standards and ISTE Standards for Students.
Describe how internal and external parts of computing devices connect to support interaction.
Compare the trade-offs associated with computing technologies that affect everyday activities.
Discuss issues of bias and accessibility in the design of new technologies.
Innovative Designer: use design processes to imagine new solutions with technology.
Preview the three formative checks. Tap “Sample answer” to see what mastery looks like — hide them before you print for students.
Have students pick a problem or subject, choose VR or AR to help, and sketch what the user would see, so the tech connects to a real purpose. A printable VR-and-AR worksheet is in the Computer Science library.
Tap a card to flip it, then rate whether you knew it. Built from this lesson’s vocabulary.
A quick self-check with instant feedback, drawn from this lesson’s key terms.
A print-and-go review sheet with a built-in answer key. Tap “Show answer key” to reveal answers, or print the clean version for students.