Virtual Reality Activities that Engage, Enhance, and Extend Student Learning
Participate and share : Interactive lecture
Tuesday, June 25, 1:15–2:15 pm
Many virtual reality experiences are passive activities. In this session, we will focus on VR that challenges students to engage with real-world problem-solving, work together in teams to solve VR challenges, and design 3D creations that can be brought into the physical world.
|Audience:||Teachers, Teacher education/higher ed faculty, Technology coordinators/facilitators|
|Attendee devices:||Devices useful|
|Attendee device specification:||Smartphone: Android, iOS
Laptop: Mac, PC
|Participant accounts, software and other materials:||If possible, it would be great for attendees to download the Rumii app on Android, iOS, Mac OS, or Windows. Attendees can also consider the purchase of the following apps if they have a virtual reality system like Rift, Vive, Go, Gear, or other platforms:
*Keep Talking and Nobody Explodes
|Subject area:||Special education, STEM/STEAM|
|ISTE Standards:||For Students:
Participants will be able to utilize virtual reality to collaboratively plan, share, and create.
Participants will be able to utilize virtual reality to design 3D objects that can then be 3D printed for a physical prototype.
Participants will be able to engage in collaborative virtual reality to practice crucial social-emotional skills like communication, collaboration, and much more.
Participants will be able to assess virtual reality experiences and determine if they are engaging, enhancing, or extending learning for students.
The educational challenge being addressed is the lack of virtual reality experiences that are active, rather than passive activities.
The main model/framework being employed is Liz Kolb’s Triple E Framework for meaningful technology integration. The three e’s of engage, enhance, and extend are being used to drive what types of virtual reality experiences we should focus on as educators.
The evidence of success has been qualitative observations of preservice educators in labs and classrooms at the University of Wisconsin-Whitewater. Overall, participants have cited the opportunities to build social skills with others, design in a unique medium, and experience application-based learning as the best features of emerging virtual reality.
(10 Minutes) A volunteer will come up front and get group assistance to complete a task in virtual reality, demonstrating the collaborative power of the medium.
(15 Minutes) The presentation will discuss engagement strategies such as collaboration in virtual reality, like Keep Talking and Nobody Explodes, Rumii, and more.
(15 Minutes) The presentation will discuss enhancement strategies such creating in virtual reality through Blocks, Tvori, and more.
(15 Minutes) The presentation will discuss extension strategies such as real-world applications like HoloLab Champions, RoboCo, and much more.
(5 Minutes) Time will be reserved for questions and audience recommendations for virtual reality that engages, enhances, and extends learning for students.
The Triple E Framework by Dr. Liz Kolb
Learning Transported: Augmented, Virtually, and Mixed Reality For All Classrooms by Jaime Donnally
Yildirim, G. (2017). The users’ views on different types of instructional materials provided in virtual reality technologies. European Journal of Education Studies, 3 (11) 150-172. doi: 10.5281/zenodo.1045349
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