Leadership Exchange
at ISTELive 21
Creative Constructor
Lab Virtual
Edtech Advocacy &
Policy Summit

Virtual Reality Creation for Everyone

Location: Hyatt Regency Grant C

Explore and create
Pre-registration required

Explore and create : BYODex


Wednesday, June 27, 12:30–2:00 pm
Location: Hyatt Regency Grant C

James McCrary  
Using CoSpaces, students can create and share virtual realities. CoSpaces is a VR developer tool for those who do not have the time or resources to integrate VR technology. The focus will be on three levels of creation: virtual exhibits, intro to coding, advanced coding. No coding experience needed.

Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Participant accounts, software and other materials: For hands on learning, bring a laptop or iPad for full creation along with a mobile device for full VR experience.

Sign up for a free account at https://cospaces.io/edu/.

App download for mobile devices:
(iOS) https://goo.gl/MgSGHi
(Android) https://goo.gl/khJWhz

Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: PK-12
Subject area: STEM/STEAM, Computer science
ISTE Standards: For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
For Students:
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.
Computational Thinker
  • Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
Related exhibitors: CoSpaces

Proposal summary

Purpose & objective

Using CoSpaces, students can create and share virtual realities. The power of student creation has always been powerful. It is tempered by sharing. Sharing naturally encourages feedback which allows students to gain experience and build self worth. Using virtual reality, student can expand their creative side and help others learn along the way. CoSpaces (cospaces.io) will be showcased as an efficient virtual reality developer tool for those who do not have the time or resources to integrate technology of this magnitude in their course curriculum any other way. The hands-on session will focus on three levels of creation: virtual exhibits, intro to coding with blockly, advanced coding. Skill level is beginner to advanced. No coding experience needed. Build on Windows OS, MacOS, ChromeOS, iOS and experience on the same platforms.

The objectives and outline is as follows:

I. Introduction
A. Name and contact information
B. Establish the focus and agenda for the session
C. Establish a basis for the power of student creation in VR
D. Establish a basis for the power of student publishing in VR
II. Presenter will establish 4 rationales for students using VR
A. Shows interpretation of information...or a method of synthesis
B. Stimulates the brain leading to potential for retaining more information
1. Share citation
C. Develops empathy for others
1. Share citation
D. Bridges time and space allowing student to go anywhere and anytime
III. Introduce VR builder web software from CoSpaces
A. Show web address for signup
B. Show two step process to get from creation to publishing
C. Short video to showcase overview of CoSpaces
IV. Create first virtual environment
A. Participants will learn how to build virtual exhibits as immersive portfolios
B. Participants will learn to integrate blockly coding with virtual objects and environments
1. Participants will learn how to create loops and simultaneous coding actions
C. Participants will learn advanced coding techniques using Javascript to automate 3D virtual objects
V. The presenter will showcase scenarios from multiple disciplines
A. Social Studies example
B. ELA example
C. Math example
D. Science example
E. Art example
F. Genius Hour example
VI. The participants will learn best practices for pedagogical integration with virtual reality design programs
A. Planning Time- Participants will learn how much time will be involved with planning to use virtual reality creation with students
B. Implementation- Participants will learn what to expect during the implementation process with students, including pitfalls to avoid
C. Pilot- Participants will learn how to introduce virtual reality creation to a small controlled group prior to larger deployment
D. Support- Participant will learn how to gain support from technology specialists, both local and remotely via online communities
VII. Participants will best practices for assessing CoSpace projects
A. Participants will learn how CoSpaces utilizes cloud technology to make sharing more efficient.
B. Participants will learn how to use editing tools in CoSpaces to annotate comment inside the virtual environment as a rubric.
VIII. Share additional resources
A. Share resource page in two modalities
1. URL
2. QR code

I will make the presentation and “how to” also available at the end of the session on my website, www.jamesmccrary.com

Outline

I. Introduction - Presentation (5 mins)
A. Name and contact information
B. Establish the focus and agenda for the session
C. Establish a basis for the power of student creation in VR
D. Establish a basis for the power of student publishing in VR

II. Presenter will establish 4 rationales for students using VR - Interactive Survey Game (5 mins)
A. Shows interpretation of information...or a method of synthesis
B. Stimulates the brain leading to potential for retaining more information - Share citation
C. Develops empathy for others - Share citation
D. Bridges time and space allowing student to go anywhere and anytime

III. Introduce VR builder web software from CoSpaces - device based activity (5 mins)
A. Web address for signup
B. Two step process to get from creation to publishing
C. Short video to showcase overview of CoSpaces

IV. Create first virtual environment - device based activity (35 mins)
A. Participants will learn how to build virtual exhibits as immersive portfolios
B. Participants will learn to integrate blockly coding with virtual objects and environments - Participants will learn how to create loops and simultaneous coding actions
C. Participants will learn advanced coding techniques using Javascript to automate 3D virtual objects

V. The presenter will showcase scenarios from multiple disciplines - Presentation (15 mins)
A. Social Studies example
B. ELA example
C. Math example
D. Science example
E. Art example
F. Genius Hour example

VI. The participants will learn best practices for pedagogical integration with virtual reality design programs - Presentation (5 mins)
A. Planning Time- Participants will learn how much time will be involved with planning to use virtual reality creation with students
B. Implementation- Participants will learn what to expect during the implementation process with students, including pitfalls to avoid
C. Pilot- Participants will learn how to introduce virtual reality creation to a small controlled group prior to larger deployment
D. Support- Participant will learn how to gain support from technology specialists, both local and remotely via online communities

VII. Participants will learn best practices for assessing CoSpace projects - Device based activity (15 mins)
A. Participants will learn how CoSpaces utilizes cloud technology to make sharing more efficient.
B. Participants will learn how to use editing tools in CoSpaces to annotate comment inside the virtual environment as a rubric.
C. Participants will share environments using URL & Social Media

VIII. Giveaway/Share additional resources - Contest (5 mins)
A. Share resource page in two modalities- URL & QR code
B. #VRforALL Contest for virtual reality headset giveaway on Twitter

Supporting research

Merchant, Zahira, et al. "Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis." http://www.sciencedirect.com/science/article/pii/S0360131513002108 Computers & Education 70 (2014): 29-40.

Radu, Iulian, et al. "Summary: 2017 IEEE virtual reality second workshop on K-12 embodied learning through Virtual & Augmented Reality (KELVAR)." http://ieeexplore.ieee.org/abstract/document/7961555/?reload=true K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR), 2017 IEEE Virtual Reality Workshop on. IEEE, 2017.

Ludlow, Barbara L. "Virtual reality: Emerging applications and future directions." http://journals.sagepub.com/doi/abs/10.1177/875687051503400302
Rural Special Education Quarterly 34.3 (2015): 3-10.

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Presenters

Photo
James McCrary, Episcopal School of Baton Rouge

James McCrary is a director of technology & consultant based in Baton Rouge. He leads PD at the local, state, national level & started #PDexchangeEDU, a virtual professional development model. He has a background as a social studies educator and technology specialist, receiving his B.S.- History from LSU and his M.Ed.- Technology Integration from SELU. A Google Certified Educator, Common Sense Media Certified, an Apple Teacher, and an Alpha Squirrel Class of 2016, James has a great desire to integrate technology skills in the classroom. He also has a fascination with 3D development, especially for Augmented and Virtual Reality with a focus on immersion technologies.

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