So.Much.VR.AR.Tech. #VirtualRealityLearningExperiences (Vive, HoloLens, Oculus)
Participate and share : Interactive lecture
Tuesday, June 25, 10:15–11:15 am
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|
|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|
|Subject area:||Career and technical education, STEM/STEAM|
|ISTE Standards:||For Administrators:
Digital Age Learning Culture
Digital Age Learning Environments
|Disclosure:||The submitter of this session has been supported by a company whose product is being included in the session|
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.
In a one hour time frame:
I. Introduction of VR and AR hardware and technologies in the classroom from a classroom teacher (10 min)
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
IV. Questions remaining time
I author over 30 textbooks used at 5000 schools and colleges on new technologies such as VR