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Getting Started With VR/AR: Hands-on With A-frame

Explore and create
Pre-registration required

Explore and create : BYODex


Tuesday, June 25, 4:15–5:45 pm
Location: Available in May

Jeff Branson   Megan Hemmings   Maya Kleinbort   Derek Runberg  
A-frame is an HTML-based platform for virtual reality. It is as easy as writing a webpage to get started with A-frame. Get a step-by-step introduction to writing your first VR program. No experience is assumed and most devices should work.

Audience: Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: All examples only require the ability to work with and save a text document.
Focus: Digital age teaching & learning
Topic: Game-based learning and gamification
Grade level: 6-12
Subject area: Career and technical education, Computer science
ISTE Standards: For Coaches:
Digital Age Learning Environments
  • Maintain and manage a variety of digital tools and resources for teacher and student use in technology-rich learning environments.
For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
For Educators:
Collaborator
  • Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.

Proposal summary

Purpose & objective

The adoption of digital tools is ubiquitous. As VR and AR start to make inroads into the classroom, the integration in pedagogy is going to reshape teaching practice yet again. The purpose of this session is to introduce a working, hands-on model of VR/AR so that educators can start to see where it fits in their existing practice.
From an engagement perspective, students are migrating in technology at a rate equal to or exceeding traditional infrastructure. This session seeks to harness student interest in new technology and direct it to a content generation footprint.
The session participants will leave with a working example to translate to existing lesson plans.

Outline

The first 10 minutes will be spent getting introduced to the purpose of the workshop(to build a working VR example to take home) and getting them set up to do that on their individual devices.
The next 20 minutes will be spent creating a geometric object in VR, exploring the object and familiarizing themselves with the navigation and working parameters of VR within a web browser. In addition, we'll explore how it crosses over to devices like the HTC Vive, Occulus Rift and Google Cardboard.
30 minutes will be spent creating interaction with the object participants have built that creates specific events and animations. Participants will have time to change parameters of their objects and see how that changes affect the behavior of the object in their environment. We'll explore the use of imported texture, graphical and photographic objects from web-based sources.
30 minutes will be spent on importing pre-built environments from the library of objects that support A-frame. We'll use a forest landscape that participants can go into and modify to create a very personal environment.
There will be time for reflection and questions at the end.

Supporting research

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.54.6270&rep=rep1&type=pdf

https://s3.amazonaws.com/academia.edu.documents/4810740/ar_edu.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&Expires=1538086875&Signature=nDEdiUNXbhrU9RLlxzuputQoIsM%3D&response-content-disposition=inline%3B%20filename%3DAugmented_reality_in_education.pdf

https://www.tandfonline.com/doi/abs/10.1080/13825580600943473

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Presenters

Jeff Branson, SparkFun
Megan Hemmings, SparkFun
Maya Kleinbort, SparkFun Electronics
Derek Runberg, SparkFun

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