The Three Superpowers of Immersive Technology: Content, Collaboration and Creation |
Listen and learn : Snapshot
Monday, June 24, 12:00–1:00 pm
Location: Room 111
Presentation 1 of 2
Other presentations:
Augmented and Virtual Realities are different! Learn best uses of each
Monica Arés
AR/VR are at the forefront of development and the next step in the evolution of computerized instruction. Their ability to deliver perspective-changing content, virtual collaboration and creation are redefining education. The time to get these into schools is now, so that teachers and students become drivers of innovation.
Audience: | Chief technology officers/superintendents/school board members, Teachers, Teacher education/higher ed faculty |
Skill level: | Beginner |
Attendee devices: | Devices not needed |
Focus: | Technology infrastructure |
Topic: | Emergent technologies |
ISTE Standards: | For Students: Innovative Designer
Empowering Leader
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Disclosure: | The submitter of this session has been supported by a company whose product is being included in the session |
Virtual reality is best known for transforming lessons into immersive experiences that give learners perspective and drive deeper understanding. Equally profound is its power as a collaboration and creation tool. When students are able to teach, share and create together in a virtual space, across schools and districts, creativity and fluency with innovative technology is transformed.
Participant takeaways:
1. VR provides students with powerful, perspective-changing experiences that excite and engage while driving deeper understanding.
2. VR defies distance through virtual collaboration
3. VR is the ultimate creation tool
4. The time to get this into universities and schools is now
The talk will include peer-to-peer interaction as well as VR and AR content in the form of videos and images.
- Intro
1. My story and purpose
2. An overview of technology in education and the awareness that AR and VR are the next step in the natural evolution of computer assisted instruction.
3. Help the audience understand that they are all pioneers, and that pushing the boundaries of new technology requires trial and error, persistence, creativity and a whole lot of grit. We believe that the technology will not only transform teaching and learning, but become a tool for students and educators to become creators.
- An overview of AR vs. VR, the strengths and capabilities of each as well as specific education use cases.
- The 3 Super powers of VR
1. Content - VR allows the user to participate in the learning environment with a sense of presence. It tricks your brain into thinking you are there, which means quality apps have the power to turn abstract concepts into visual and experiential learning experiences, build empathy or help you learn through exploration.
This section will include examples such as the Anne Frank house, Breaking Boundaries, Mission ISS, Titanic VR, the Body VR
2. Collaboration - Overview of virtual spaces and examples of projects done through collaboration in VR
3. Creation - Creation tools should not just be for the computer science and programming classes. VR needs storytellers, designers, writers, and musicians, which means the tools need to be accessible to everyone.
- The time is now!
There are clearly challenges with immersive technologies; there is not enough content, we don't really know how to teach with them and the creation tools are not accessible enough. But the challenges we face today will be solved by the next generation of developers, teachers and creators. In order to support the next generation, we also need to revolutionize pedagogy to help teachers become creators, explorers, designers and leaders of innovation.
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N/A - These technologies are still new and do not have a lot of research to support them.
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