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

From Experience to Creation With AR & VR

Explore and create
Pre-registration required

Explore and create : BYODex


Sunday, June 23, 1:00–2:30 pm
Location: Franklin 8-9, Marriott

Jaime Donally  
Immersive technology is much easier to use in the classroom than most know. There's no need to buy expensive technology to use or create it. Use the devices you have in your classroom now for your students to experience and make in augmented, virtual and mixed reality.

Audience: Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: iOS
Tablet: iOS
Participant accounts, software and other materials: The use of newer Apple devices will help demonstrate the latest technology in augmented reality.
Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: PK-12
ISTE Standards: For Students:
Digital Citizen
  • Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
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.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Additional detail: ISTE author presentation

Proposal summary

Purpose & objective

I will begin the session with a whole group sharing the difference between AR, VR and MR. The attendees will discover an example in each of these immersive technologies (15 mins). We will begin with AR Portals where we will create augmented reality portals in groups (15 mins). We will explore the anatomy of the human body and build 3D content.
The participants will learn about the importance of this growing trend in education and how it will impact the expectations of learning in the future. An emphasis on immediate use, modifying personal learning experiences and providing authentic, relevant content will solidify the importance of immersive technology in the classroom. Through a discussion on the process of creating AR, VR and MR content, participants will learn the limits they can take these tools to customize for their own students.

Outline

I will begin the session with a whole group sharing the difference between AR, VR and MR. The attendees will discover an example in each of these immersive technologies (15 mins). We will explore new ARKit apps such as AR Portal where we will create augmented reality portals in groups (15 mins). We will explore the anatomy of the human body using the Atlas in augmented reality. We will finish by building 3D content in Orb, CoSpaces and many more.

Supporting research

A virtual glimpse into the reality of future education; TIPPING POINT Traditional learning is about to be challenged by advanced, immersive technology that could inspire generations, reports Peter Cunliffe." Times [London, England], 5 Apr. 2017, p. 39. Global Issues in Context, link.galegroup.com/apps/doc/A488630753/GIC?u=uphoenix_uopx&xid=f3bbd63e. Accessed 29 Sept. 2017.

Increasing Student Development Through Multi-Level Immersive Learning: Clemson Engineers for Developing Countries Case Study
Author: Bargar, Dylan
Journal: International journal for service learning in engineering
Date: 10/01/2016

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Presenters

Photo
Jaime Donally, ARVRinEDU

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