VR is Visceral: Ready Player One-To-World
Listen and learn : Lecture
Tuesday, June 25, 11:45 am–12:45 pm
Location: Nutter Theater: Level 1
Steve Dembo Caitlin Krause
VR has reached a watershed moment. Come experience how VR learning creates a level of presence that generates new understandings based on an experiences impossible to replicate IRL. We will share how VR ed design can invite new approaches to identity, empathy and social interactions, while driving future-forward learning.
|Audience:||Teachers, Technology coordinators/facilitators, Library media specialists|
|Attendee devices:||Devices not needed|
|Focus:||Digital age teaching & learning|
|Topic:||Augmented, mixed and virtual realities|
|ISTE Standards:||For Students:
|Additional detail:||Session will be simulcast live|
Attendees will examine what effectively builds presence in "real life" worlds and in virtual reality, and evaluate points of divergences and synergies.
Attendees will identify design challenges in a VR space aiming to "feel real," and the impact that this can have on digital age collaboration and communication.
Attendees will explore solutions for students learning to use VR to demonstrate learning that is connected, valuable, innovative and meaningful.
1 hour Session General Outline and Timing:
10 minutes – Introduction to Virtual Reality (VR) presence
20 minutes – Goals of VR curriculum design; what is “real” about learning in connected “real life” worlds and in VR
10 minutes - Demonstration of immersive co-learning VR experiences
10 minutes - Best practices for incorporating VR within school environments
10 minutes - Questions from audience, addressing common challenges and conclusions
The following articles and research show aspects of VR that support the topics we'll be touching on in the session. As more current research develops (as the VR landscape advances quickly), we'll be adding to these resources:
Comprehensive Compendium of VR Research by Foundry10 (2016, 2017, 2018)
VR AR MR difference:
VR storytelling at BC with James Joyce:
Great gallery for pics and showcasing all that goes into design and UX:
VR Ulysses “Joycestick”
Play at 1:00: “interdisciplinary medium”
Google Expeditions overview
Lincoln in the Bardo:
Co-Spaces blog about building VR
The right age for VR in the classroom?
Caitlin Krause is a globally-recognized learning expert, author, and keynote speaker. In her book Mindful by Design and through her organizational consulting, she helps leaders and teams leverage mindfulness, storytelling, and design principles to connect more deeply with their communities. As founder of MindWise, co-founder of the Center of Wise Leadership, and a VR and AI specialist, Caitlin creates experiences that promote humanity, innovation and emotional intelligence. She speaks extensively worldwide, leading professional development and learning workshops. She holds a BA from Duke University and an MFA from Lesley University, and believes in connecting creatively, with passion, purpose and presence.