Make the Future
Summit 2022
Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

VR & AR to Brings Learning to Life in the K-12 Classroom

Participate and share

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
Skill level: Beginner
Attendee devices: Devices not needed
Participant accounts, software and other materials: none
Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: PK-12
Subject area: Social studies, Science
ISTE Standards: For Students:
Empowered Learner
  • Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
Knowledge Constructor
  • Students curate information from digital resources using a variety of tools and methods to create collections of artifacts that demonstrate meaningful connections or conclusions.

Proposal summary

Purpose & objective

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. 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. Evidence of success has been observed at all levels of education and among all learning abilities.

Supporting research

More [+]


Dr. Denise Harlem, Park Avenue School
Tera Phipps, Orange Public Schools
Linda Lloyd, Oakwood Avenue Community School
Naheelah Irving, Forest Street Elementary School
Linda Epps, Orange
Neurones Plaisimond, Cleveland Street School
Bernice Budhu, orange high school
Tyrina Vaughan, Orange Board of Education
Anthony St. Jean, Heywood Avenue School
Omar Mitchell, Lincoln Avenue School / Orange BOE

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