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

So.Much.VR.AR.Tech. #VirtualRealityLearningExperiences (Vive, HoloLens, Oculus)

Participate and share

Participate and share : Interactive lecture


Tuesday, June 25, 10:15–11:15 am
Location: 108AB

Corinne Hoisington  
The real world is not flat after all, so why constrain our classrooms to experience the digital world on a flat screen? Join us to experience ten different virtual reality classroom activities including a Vive, Oculus, and HoloLens and try every device in person! Students learn best by doing!

Audience: Teachers, Technology coordinators/facilitators, Library media specialists
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS
Participant accounts, software and other materials: YouTube
Focus: Digital age teaching & learning
Topic: Innovative learning environments
Grade level: 6-12
Subject area: Career and technical education, STEM/STEAM
ISTE Standards: For Administrators:
Digital Age Learning Culture
  • Model and promote the frequent and effective use of technology for learning.
For Coaches:
Digital Age Learning Environments
  • Model effective classroom management and collaborative learning strategies to maximize teacher and student use of digital tools and resources and access to technology-rich learning environments.
For Education Leaders:
Systems Designer
  • Ensure that resources for supporting the effective use of technology for learning are sufficient and scalable to meet future demand.
Disclosure: The submitter of this session has been supported by a company whose product is being included in the session

Proposal summary

Purpose & objective

1. To connect with VR tools that collaboratively construct architectural models, recreations of historic or natural sites and other spatial renderings. Instructors also have used VR technology to engage students in topics related to literature, history such as Apollo 11 and economics by offering a deeply immersive sense of place and time, whether historic or evolving.
2. To connect with VR tools that provide immersive experiences in STEAM classes and CTE courses such as exploring anatomy, pig dissection, welding, artistic VR drawings.
3. To address educational challenges such as VR funding with sharing Perkins grant solutions.
4. To understand the VIVE, Oculus, and HoloLens platforms as a technology intervention.
5. To employ models of adding VR to the classroom environment such as the hot seat, library multimedia integration, and lab models.
6. To share VR lesson plans tying VR immersive experiences directly to classroom instruction.
7. To share VR research of high levels of success in the classroom from the Global Virtual Reality Research sectors.

Outline

In a one hour time frame:
I. Introduction of VR and AR hardware and technologies in the classroom from a classroom teacher (10 min)
A. Vive
B. Oculus
C. HoloLens
II. Educational Experiences for the Classroom (35 mins)
A. Hands-on experiences live on each platform and shared experiences projected for the audience
B. Investigate STEAM/CTE VR apps, success stories and implementation
C. Introduce VR Teaching Modalities and Lesson Plan Integration
III. Feasibility and Integration of VR into your Curriculum (10 mins)
A. Lesson Plan Integration
B. Cost/Grants/Scalability
IV. Questions remaining time

Supporting research

I author over 30 textbooks used at 5000 schools and colleges on new technologies such as VR
https://www.barnesandnoble.com/s/corinne+hoisington?_requestid=3094913

https://uploadvr.com/chinese-vr-education-study/

https://www.businesswire.com/news/home/20180919005745/en/Global-Virtual-Reality-Market-Education-Sector-2018-2022

More [+]

Presenters

Photo
Corinne Hoisington, Central Virginia Community College

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