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

Unreal Learning Experiences: Exploring and Storytelling in AR and VR

Explore and create
Pre-registration required

Explore and create : BYOD


Sunday, June 23, 2:30–3:30 pm
Location: 118B

Jaime Donally   Rachelle Dene Poth  
Learn how to integrate AR and VR to engage learners, inspire creativity and curiosity. Transform instruction, create innovative, immersive learning experiences and have students tell stories using these tools. Walk away with ideas to get started and learn how to move from just exploring AR and VR to creating!

Audience: Coaches, Teachers, Teacher education/higher ed faculty
Skill level: Intermediate
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Participant accounts, software and other materials: We will look at many examples, apps not necessary to participate but may be helpful to have Nearpod, Metaverse, CoSpacesEDU, StoryFab, FigmentAR, and other examples will be shared prior to conference and available on the site. Focus will be on the latest tech and emerging trends in addition to these.
Focus: Digital age teaching & learning
Topic: Innovative learning environments
Grade level: 6-12
ISTE Standards: For Students:
Empowered Learner
  • Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
For Educators:
Collaborator
  • Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
Additional detail: ISTE author presentation
Related exhibitors: Tynker , Google, Inc. , 3DBear Inc , MERGE , Nearpod , CoSpaces

Proposal summary

Purpose & objective

Attendees will have the opportunity to ask questions and see what the experiences are for students to become more immersed in their learning environments. Many examples will be shared showing how the different tools can be used in different content areas and grade levels and attendees will have time to share stories and ideas for using AR and VR with students and the benefits. Using tools like those for augmented and virtual reality which enable students to become more immersed in their learning environment, to interact with objects, and the content they are learning about in a way that enables them to explore more closely, interact in unique ways that increase engagement in learning as well as curiosity and bring learning to life. Through these tools, students can explore parts of the world and have a more hands-on learning experience, that previously was not accessible, or not easily accessible. Some of the tools which may be included are: Nearpod, CoSpacesEDU, Eureca AR, Class Immerse VR, Figment AR, Google Expeditions, Google Streetview, Leo, 3DBear, Metaverse, MergeVR, Round Me, Story Fab, Thyng, Tour Builder and the use of different tools for creating AR and VR as well as the use of 360s. Also to be included are the ARKit and we will share how we have used it and some resources for getting started with some basic apps for exploring and creating, and provide links for use with Android, iOs and the types of viewers and other resources needed for using AR and VR in the classroom.
Students have become more engaged in learning by using these tools in our classroom for STEAM as well as foreign language classes. The success was also in having Spanish 2 students create a story using a few of these AR/VR tools, which lead to a more creative and authentic learning product and more meaningful learning for students. We shared projects and explored, in doing so, students practiced their vocabulary and verbs by interacting in the environment and reading/listening to the story. Students also built digital citizenship skills and their collaborative skills, working in small groups, mindful of social-emotional learning skills and working as part of a team and reflecting
The benefit is that it promotes more independent learning through the exploration using these tools, and leads to more curiosity in learning and student creations, which will engage and motivate students more. It benefits problem-solving and critical thinking, when exploring as well as creating their own environments, and promotes creativity and innovation in the designs. Students have learned a lot about this area and have retained the content material more because of the authentic learning, and have started to advocate for the use of these tools in other classes, and also have taught peers about some of them. The transfer of learning and enhanced student engagement have continued to increase through the use of these tools. For anyone looking to start using these tools in the classroom, I am excited to share our steps and hope that it can help make the implementation easier for others, and I look forward to learning more about the topic as well, from shared experiences during the session. Students have created amazing interactive AR and VR experiences and become more confident in working with their peers and teaching their classmates as well.

Attendees will walk away with ideas of how to start using AR and VR in the classroom as well as for cross-curricular collaboration. See how to have students create and the impact on student learning and social-emotional learning skills. Attendees will have access to resources for how to get started, ideas for student projects and the benefits.

For anyone looking to start adding this into their curriculum and engaging students in their learning, this is the place to come.
examples: www.padlet.com/rdene915/arvr
www.padlet.com/rdene915/cospaces

Outline

The session will begin with a brief overview and explanation of the differences between Augmented, Virtual and Mixed Reality with examples provided and highlights of how students are creating with these tools and the benefits (5-10 minutes)

Focus on the uses of Augmented Reality, the different apps, and tools to learn features and time to interact (depending on the length of session) with some apps such as CoSpaces, Metaverse, Google Expeditions, Eureca AR, 3DBear and other AR apps such as StoryFab and Figment AR during the session. Ideas for how to demonstrate these tools and use as a lesson, then to promote student creations. (10-15 minutes) Focus on the uses of Virtual Reality, with some explanation of how these tools can be used in any classroom, as ways for students to explore and then create their own more engaging experience. How to take students on "trips" and the benefits of immersive learning, and having students lead tours and other interactive lessons. (10-15 minutes) Attendees will see examples of some of the student creations made using CoSpaces, Metaverse, Nearpod, and others.
The remaining time during the session will be adjusted based on the interests of those in attendance, and as much time as possible will be provided to explore and interact with the tools. Many resources will be shared during the session and available for attendees. Attendees will be able to identify the differences between AR and VR and the tools for each. Attendees will walk away with ideas of how to start using AR and VR in the classroom as well as for cross-curricular collaboration. Attendees will have resources available to meet needs as far as devices, comfort level, and content area.
For anyone looking to start adding this into their curriculum and engaging students in their learning, this is the place to come.

Supporting research

Advantages and challenges associated with augmented reality for education: A systematic review of the literature, Educational Research Review
Volume 20, February 2017, Pages 1-11
https://www.eschoolnews.com/2018/09/04/how-wearables-ar-and-vr-help-students-to-develop-sel-skills-part-2/

https://www.edsurge.com/news/2018-07-19-can-ar-vr-improve-learning-integrating-extended-reality-into-academic-programs-dlnchat
https://www.edsurge.com/news/2018-04-04-unleash-the-power-of-storytelling-with-these-new-ar-and-vr-tools

https://centricdigital.com/blog/augmented-reality/5-reasons-education-needs-to-invest-in-augmented-reality/

http://www.gettingsmart.com/2018/02/virtual-reality-in-the-classroom-is-becoming-the-new-norm/
https://www.eschoolnews.com/2018/08/03/4-ways-ar-vr-can-transform-your-lesson-plan/
https://www.edsurge.com/news/2018-05-29-how-ar-and-vr-are-being-used-to-teach-sel
https://www.edsurge.com/news/2018-05-15-how-ar-and-vr-can-inspire-innovation-and-boost-college-and-career-readinesshttps://www.edsurge.com/news/2018-06-21-can-an-ar-and-vr-pilot-program-from-google-prepare-kids-for-future-careers
https://anchor.fm/the-virtual-reality-podcast/episodes/ISTE-in-5---Google--France-Lee-e1nbo5
https://t.co/pt4kz1Rifg

http://3dbear.io/blog/2018/6/28/how-3dbear-ar-helps-prepare-students-for-21st-century
https://www.edsurge.com/news/2017-11-09-the-10-best-ar-apps-for-classrooms-using-apple-s-new-arkit
https://www.edsurge.com/news/2018-01-29-how-ar-and-vr-prepare-students-for-jobs-of-the-future-and-save-districts-money
https://www.webwire.com/ViewPressRel.asp?aId=225866
Advantages and challenges associated with augmented reality for education: A systematic review of the literature, Educational Research Review
https://www.edsurge.com/news/2016-08-16-stanford-experiments-with-virtual-reality-social-emotional-learning-and-oculus-rift
Volume 20, February 2017, Pages 1-11
https://www.iste.org/explore/articleDetail?articleid=739https://virtualrealityforeducation.com/
http://www.emergingedtech.com/2017/06/real-uses-of-virtual-reality-in-education-how-schools-are-using-vr/

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Presenters

Photo
Jaime Donally, ARVRinEDU
Photo
Rachelle Dene Poth, Rivervew Junior Senior High School

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