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

Create Virtual Reality in Minutes Without Breaking the Bank

Explore and create
Pre-registration required

Explore and create : BYODex


Monday, June 24, 3:00–4:30 pm
Location: Franklin 8-9, Marriott

Debra Atchison  
Virtual reality is all the rage, but most are just using pre-made content. Learn how teachers and students can be innovative designers of their own VR experiences. This can be used to inspire deeper learning and motivate students to go beyond just being consumers of VR and become creators as well.

Audience: Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Participant accounts, software and other materials: Attendees will need both a smartphone and computer to successfully complete the hands-on activities in this workshop. On your phone, we will use Google Street View and Expeditions. On your computer, we will use sites including Google Tour Creator to create our own VR.
Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: PK-12
ISTE Standards: For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.

Proposal summary

Purpose & objective

With VR being a big buzzword and everyone wanting all the latest VR viewers, apps, etc. there is such a huge focus on using already created content. Well, that content doesn’t fit in all content areas. Therefore, giving teachers the ability and skills to create their own VR content will make VR accessible to all content areas. Participants will learn how to create their own VR to use with their students. We will discuss tips and tricks for getting the best results and learn how to publish and share these experiences with others from all over the world.

Outline

What is Virtual Reality/Why Create your own (VR)? (5 Minutes)
What’s needed to create VR? (5 Minutes)
Tips & Tricks when creating your own VR (10 Minutes)
Step by step walkthrough creating VR 360 photos (25 Minutes)
Participants will have hands-on practice time creating their own VR (45 Minutes)
Step by step creation of VR tours on Google’s Tour Creator (25 Minutes)
Participants will have hands-on practice time creating their own VR (45 Minutes)
Share VR files that have been created & constructively critique other’s work (5 Minutes)
Wrap up (5 Minutes)

Supporting research

In current educational reality, virtual technologies have a place of value as they make it easier for students to understand, percept and assimilate the information they are given. https://medium.com/master-of-code-global/how-to-create-virtual-reality-content-5000e0fdd68
A well-known fact about education is that students remember and understand educational material better if they experience it instead of reading about it. That is why field trips are a high priority at most schools. Now, virtual reality can actually make it possible to go on field trips right from the classroom. VR might not be quite as fun as a day at the zoo, but it can certainly be used more frequently and with fewer permission slips and frazzled parent chaperones. https://yalantis.com/blog/how-to-create-content-for-virtual-reality-apps/

More [+]

Presenters

Photo
Debra Atchison, Deb Atchison Consulting, LLC

People also viewed

Building CTE Pathways Around Computer Science: Game Design, IT and More!
Gaming and Gamification Boosting Engagement and Performance in 21st Century STEAM Rooms
Sustainable Open Education Resources: The Way Forward for Digital Curriculum Delivery