A FRAMEWORK FOR DESIGNING LEARNING ACTIVITIES USING WEARABLE AI DEVICES: THE CASE OF META AI SMART GLASSES IN HIGHER EDUCATION
Penn State University (UNITED STATES)
About this paper:
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
The rapid development of artificial intelligence (AI) technologies is transforming teaching and learning practices in higher education. Among emerging technologies, wearable artificial intelligence devices such as Meta AI Smart Glasses enable users to interact with AI systems through voice commands, contextual visual recognition, and real-time information retrieval. These capabilities create new opportunities for developing experiential learning environments in which students can interact directly with intelligent systems while engaging in real-world contexts. Despite these technological advances, there is still limited research on how to systematically integrate these technologies into learning activities in higher education.
This paper proposes the LG-WAIL Framework (Lion Gaming Wearable Artificial Intelligence Learning Framework) for designing learning activities using wearable AI devices in higher education. The framework organizes learning experiences into three complementary layers:
(1) AI literacy and conceptual exploration,
(2) programming and computational thinking skill development, and
(3) AI-assisted basic research and knowledge discovery.
The design of the learning activities is based on the pedagogical principles of the Quality Matters and other models, particularly the alignment between learning objectives, learning activities, and assessment methods.
The framework was developed through a systematic literature review combined with the pedagogical experience of the authors in teaching computer science and artificial intelligence courses. The proposed activities are currently being implemented during the Spring 2026 semester in undergraduate courses including Artificial Intelligence, Python Programming, and C++ Programming. Preliminary classroom observations indicate high levels of participation, curiosity, and enthusiasm among students when interacting with Meta AI Smart Glasses to explore AI concepts, receive programming assistance, and generate research ideas.
The use of wearable artificial intelligence devices in educational environments must be implemented responsibly and aligned with international ethical frameworks for artificial intelligence. In this study, the use of Meta AI Smart Glasses is guided by the principles established in the UNESCO Recommendation on the Ethics of Artificial Intelligence, which promotes the responsible, transparent, and human-centered use of AI technologies. In addition, the design of the learning activities aligns with institutional AI literacy initiatives such as the Penn State AI Literacy Framework, which emphasizes the development of critical competencies to understand, evaluate, and use AI systems.
In this context, the use of Meta AI Smart Glasses in the classroom must follow a responsible-use protocol that emphasizes ethical AI practices, information protection, and respect for privacy. Students receive guidance on how to interact responsibly with AI systems, promoting ethical awareness and critical thinking when using emerging technologies.
The results suggest that wearable artificial intelligence devices have the potential to create more interactive and motivating learning environments, facilitating the development of AI literacy and programming skills in higher education while maintaining instructional design principles aligned with educational quality standards.Keywords:
AI Literacy, Wearable Artificial Intelligence, Meta IA glasses, IA tools, Meta AI Smart Glasses, Instructional Design, Higher Education.