Cellverse: Virtual Reality for Cellular Biology
Listen and learn : Snapshot
Sunday, June 23, 10:30–11:30 am
Presentation 2 of 2
NASA Explores: VR in the Classroom
Dr. Meredith Thompson
We will explore and discuss how cross platform educational games can facilitate conceptual learning and the development of 21st century skills. Attendees will view Cellverse, a game where a navigator on a tablet and an explorer in virtual reality headset collaborate to diagnose and treat a cell.
|Audience:||Curriculum/district specialists, Teachers, Technology coordinators/facilitators|
|Attendee devices:||Devices useful|
|Attendee device specification:||Smartphone: Windows, Android, iOS
|Focus:||Digital age teaching & learning|
|Topic:||Augmented, mixed and virtual realities|
|Subject area:||STEM/STEAM, Science|
|ISTE Standards:||For Coaches:
Digital Age Learning Environments
|Disclosure:||The submitter of this session has been supported by a company whose product is being included in the session|
We are developing a series of educational, collaborative 3D virtual reality (VR) experiences to improve conceptual understandings in cellular biology and develop and refine 21st century skills. In this session, we will share the game and our current research around it, and initiate a discussion around cross-platform collaborative games as tools for learning.
Cellverse is an educational game that uses virtual reality as one tool to help students in high school biology learn about cell structure and the process of transcribing DNA to RNA, and translating RNA to proteins (the central dogma). Working in small teams of two or three, students examine a living cell from within. Each student takes on a complementary role, such as entering the cell in virtual reality (VR) to observe function and structure, using a tablet-based toolkit of disease descriptions, stains, tags, and measurement devices in order to gather data and focus the visualizations in both tablet and VR. Players must work across VR and non VR information sources to diagnose and repair the cell.
1. Introduce cross platform educational games - 5 min
2. Demonstration of Cellverse (fishbowl style) - 25 min - two participants will play, the rest will observe
3. Sharing research on learning as a result of the game - 5 min
4. Discuss cross platform games - 10 min - peer to peer discussion
5. Open time for others to try the game
Thompson, M. (2018) Making Virtual Reality a reality in classrooms. THE Journal. January 11 2018.
Thompson, M., Olivas-Holguin, H., Wang, A., Fan, J., Pan, K., Vargas, D., Gerr, J. Rules, Roles, and Resources: Strategies to Promote Collaboration in Virtual Reality Contexts. CHI 2018 “Novel Interaction Techniques for Collaboration in VR Workshop”.
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