Virtual Environments and Games & Simulations Networks Playground: Escape the Ordinary
Location: Room Park View Lobby
[Explore and create : Playground]
Tuesday, June 27, 2:00–5:30 pm
Location: Room Park View Lobby
Stephanie Carmichael David Fliesen Ben Gallagher Adam Goodman Michele Haiken Mary Howard Sherry Jones Chris Luchs Scott Merrick Jessica Mlyniec Robert Nakama Kae Novak Ryan Rasar Len Scrogan Barbara Seaton Richard Tran Kitty Tripp Ann Ward Andrew Wheelock Mark Yap Devin Young
The Games & Simulations and Virtual Environments networks will provide a scaffolded experience using augmented reality, virtual reality, games and simulations. This will take a project-, problem- and challenge-based focus allowing participants to play along with an escape room challenge theme.
|Attendee devices:||Devices useful|
|Attendee device specification:||Laptop: PC, Mac
Tablet: Android, iOS, Windows
|Participant accounts, software and other materials:||Access to the Internet and QR code reader.
|Focus:||Digital age teaching & learning|
|Topic:||Augmented and virtual realities|
|ISTE Standards:||Teachers : Design and develop digital age learning experiences and assessments
Students : Innovative designer
Students : Knowledge constructor
The purpose of this playground is to provide educators with a space where they can collaboratively experience technologies and pedagogy that promote and model creative and innovative thinking and access a network of experienced educators to help them use virtual and augmented reality tools and environments to heighten engagement and collaborative thinking in their classrooms. Playground consultants are all leaders in the area of augmented reality, virtual reality and games and simulations.
They regularly use project based learning (PjBL), problem based learning (PBL) and challenge based learning (CBL) as part of their pedagogy.
The objectives are:
1) Provide hands on experiences in augmented reality and virtual reality
2) Provide resources through handouts, QR codes, and presentations for attendees to reference post conference.
3) Strengthen and build on existing member networks to facilitate and encourage collaboration throughout the year on member projects and initiatives.
4) Provide best practices and consultation to groups and individuals for members to specifically address their interests and the challenges they are facing as they are trying to implement project-based, problem-based and challenge-based learning at their schools and colleges.
5) Introduce educators to Escape Room, game design and puzzle elements that they can utilize to challenge their classes.
Each of these stations will include computers and devices where participants can experience the game and have hands-on opportunities to learn from experienced educators. Our consultants will not only work with groups but also allow very focused discussions about an individual's challenges.
The playground will have an opening keynote, 30 minute presentations, a closing keynote and will end with the Virtual Environments Network's annual meeting.
As many sessions as possible will be livestreamed over Periscope.
AUGMENTED REALITY ***
Jones S.(2016). Understanding the Pokemon Go phenomenon through augmented reality research. In Curran, M. and Jenkins, W. (Eds.), ISTE Digital Citizenship PLN Pokémon Go - Back to School Advice (ISTE Games & Simulations Network Trying to Catch’Em All). p. 122 - 124. ***
Georgia Tech’s Augmented Environments Research Lab bibliography http://ael.gatech.edu/lab/publications/***
Keneman, A., & Waller, R. (2016). Augmented Reality in the Classroom. Literacy Practice & Research, 41(3), 5-8.***
Luchs, C.(2016). PokemonGo, augmented reality and transferable skills. In Curran, M. and Jenkins, W. (Eds.), ISTE Digital Citizenship PLN Pokémon Go - Back to School Advice (ISTE Games & Simulations Network Trying to Catch’Em All). p.125. ***
Novak, K.(2016). PokemonGo and other mobile augmented reality games professional development. In Curran, M. and Jenkins, W. (Eds.), ISTE Digital Citizenship PLN Pokémon Go - Back to School Advice (ISTE Games & Simulations Network Trying to Catch’Em All). p. 130 -131. ***
While Escape Rooms are a popular trend, research on best practices in education is still emerging. The following are some articles on Escape Rooms in the popular press.***
Stone, Z. (2016, July 28). The rise of educational escape room. The Atlantic Retrieved from http://www.theatlantic.com/education/archive/2016/07/the-rise-of-educational-escape-rooms/493316/***
California Polytechnic State University***
Students in the project based Liberal Arts and Engineering Studies at Cal Poly are developing escape rooms to collaborate with students at Queensland University of Technology in Australia (LAES escape room project, 2015)***
Nicholson, S. (2015). Peeking behind the locked door: A survey of escape room facilities. White Paper. Retrieved from http://scottnicholson.com/pubs/erfacwhite.pdf***
4 Tips to Running an Escape Room at Your Library. (2016). American Libraries, 47(9/10), 17.***
O'Reilly, K. (2016). Libraries on Lockdown. American Libraries, 47(9/10), 14-17.***
Rasmus, & Thoegersen, J. (2016). Pure Escapism. Library Journal, 141(12), 24.***
PROJECT, PROBLEM and CHALLENGE BASED LEARNING***
Hoge, B. (2013). Authentic learning through GBL: Using inquiry and PBL strategies to accomplish specific learning outcomes through smart games in formal and informal settings. Proceedings Of The IADIS International Conference On Cognition & Exploratory Learning In Digital Age, 363-366. ***
Walker, A., Leary, H., Hmelo-Silver, C., & Ertmer, P. (Eds.). (2015). Essential Readings in Problem-Based Learning: Exploring and Extending the Legacy of Howard S. Barrows. Purdue University Press. ***
VIRTUAL REALITY and VIRTUAL ENVIRONMENTS***
Dede, Chris. "Immersive interfaces for engagement and learning." Science 323.5910 (2009): 66-69.***
Ketelhut, Diane Jass et al. "A multi‐user virtual environment for building and assessing higher order inquiry skills in science." British Journal of Educational Technology 41.1 (2010): 56-68.***
Lau, K. W., & Lee, P. Y. (2015). The use of virtual reality for creating unusual environmental stimulation to motivate students to explore creative ideas. Interactive Learning Environments, 23(1), 3-18.***
O’Connor, E. A. (2015). Open Source Meets Virtual Reality—An Instructor’s Journey Unearths New Opportunities for Learning, Community, and Academia. Journal Of Educational Technology Systems, 44(2), 153-170.***
Vojtek, R. (2016) Google, Cardboard and iOS Apps. Virtual Education Journal, Winter 2016. P. 23 - 30. ***
The Virtual Education Journal (VEJ) is co-edited by Robert and Rosie Vojtek who are officers in ISTE Virtual Environments Network. The Winter 2016 was dedicated to applied articles on augmented and virtual reality.
Technology-charged starts herelearning
June 25-28, 2017
© 2017 International Society for Technology in Education (ISTE), All Rights Reserved