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

VR is Visceral: Ready Player One-To-World

Listen and learn

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
Skill level: Beginner
Attendee devices: Devices not needed
Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: PK-12
ISTE Standards: For Students:
Digital Citizen
  • Students cultivate and manage their digital identity and reputation and are aware of the permanence of their actions in the digital world.
Global Collaborator
  • Students use digital tools to connect with learners from a variety of backgrounds and cultures, engaging with them in ways that broaden mutual understanding and learning.
For Educators:
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
Additional detail: Session will be simulcast live

Proposal summary

Purpose & objective

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.

Outline

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

Supporting research

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)
http://www.foundry10.org/research
http://foundry10.org/wp-content/uploads/2016/09/VR-pilot-detailed-results.pdf

VR Research
https://touchstoneresearch.com/infographic-virtual-reality-surging-into-the-classroom/

VR AR MR difference:
https://www.foundry.com/industries/virtual-reality/vr-mr-ar-confused

VR OMNI
http://www.virtuix.com/

VR storytelling at BC with James Joyce:
http://www.joycestick.com/

Trailer:
http://www.smithsonianmag.com/smart-news/game-turns-james-joyces-most-notorious-novel-virtual-reality-180962596/#M0FDxYWJczlrP5Zz.01

Great gallery for pics and showcasing all that goes into design and UX:
http://joycestick.com/gallery

VR Ulysses “Joycestick”
https://campustechnology.com/articles/2017/03/21/boston-area-college-students-develop-vr-game-based-on-ulysses.aspx

Play at 1:00: “interdisciplinary medium”
https://www.youtube.com/watch?v=oOQ-NyNIj_E

https://touchstoneresearch.com/the-top-10-companies-working-on-education-in-virtual-reality-and-augmented-reality/

https://www.easel.ly/create/?id=https://s3.amazonaws.com/easel.ly/all_easels/1342346/1490118335&key=pri

Google Expeditions overview
https://edu.google.com/expeditions/#get-started

Lincoln in the Bardo:
http://www.publishersweekly.com/pw/by-topic/industry-news/publisher-news/article/72890-beyond-reading-saunders-s-lincoln-in-the-bardo-goes-vr.html

Co-Spaces blog about building VR
https://blog.cospaces.io/kids-building-vr-from-headset-to-content-209ac5286611#.51z5v1azk

The right age for VR in the classroom?
https://blog.cospaces.io/what-is-an-appropriate-age-for-vr-5d227699c885#.wrjzkos9b

https://virtualrealitypop.com/storyboarding-in-virtual-reality-67d3438a2fb1

https://virtualrealitypop.com/practical-vr-ce80427e8e9d

https://zspace.com/about/press-releases/new-study-explores-relationship-between-students-cognitive-development

https://theblog.adobe.com/virtual-reality-will-change-learn-teach/

https://asu.pure.elsevier.com/en/publications/presence-and-middle-school-students-participation-in-a-virtual-ga

https://pdfs.semanticscholar.org/1bcf/34069ea044ac3fd8c67c61f94e0dd027e84e.pdf

https://www.researchgate.net/publication/316109135_Teachers%27_and_Students%27_Perceptions_of_Presence_in_Virtual_Reality_Instruction

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.105.7125&rep=rep1&type=pdf

https://www.vrfocus.com/2017/11/why-is-presence-important-for-virtual-reality/

More [+]

Presenters

Photo
Steve Dembo, Quest Academy
Photo
Caitlin Krause, MindWise

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.

People also viewed

Dream It … Do It … Create It!
Leading From the Library in the Digital Age
The Perfect Blend: Shifting From Remote to Blended