VR & AR to Brings Learning to Life in the K-12 Classroom
Participate and share : Poster
Sunday, June 23, 11:30 am–1:30 pm
Location: Posters: Level 4, Terrace Ballroom Lobby, Table 45
Dr. Denise Harlem Tera Phipps Linda Lloyd Naheelah Irving Linda Epps Neurones Plaisimond Bernice Budhu Tyrina Vaughan Anthony St. Jean Omar Mitchell
Participants will learn how they can create activities that engage learners by immersing them in the learning experience. This is attainable for all grade levels by using the regular curriculum with VR and AR glasses and smart devices.
|Audience:||Coaches, Teachers, Technology coordinators/facilitators|
|Attendee devices:||Devices not needed|
|Participant accounts, software and other materials:||none|
|Focus:||Digital age teaching & learning|
|Topic:||Augmented, mixed and virtual realities|
|Subject area:||Social studies, Science|
|ISTE Standards:||For Students:
The objective of this presentation is to share with fellow educators how to make the use of VR and AR a reality in the classroom. Purchasing and creating lessons are not as difficult as it may seem once the process for obtaining the hardware and lesson creation is broken down in the simple steps provided by the presenters.
Participants will see how they can you use Google VR Kits along with smart devices to create projects that will bring curriculum alive through virtual and augmented reality. Participants will see first hand how this technology can be used through all subject areas by participating in sample lessons using the VR headsets.
If budgetary restrictions make purchasing a class set of VR headsets and smart devices, the presenters will share grants available to assist with purchasing.
Participants will also be given resources that will provide instruction for creating their own VR lessons allowing them to tailor the experience to their specific curriculum. The creation of VR lessons enhances lessons and increases student engagement.
Research has shown that the VR platform has helped improve outcomes in the classroom by increasing knowledge retention and for students who tested below average were able to outperform the test’s top scorers after having undergone a VR enhanced curriculum. https://goo.gl/yQtUrH Additionally, VR can be viewed as assistive technology due to its potential to minimize or offset the effects of a disability providing an alternative means to complete a task. https://goo.gl/ojBgEb Evidence of success has been observed at all levels of education and among all learning abilities.