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

Constructing Reality with AR/VR

Participate and share

Participate and share : Interactive lecture


Tuesday, June 25, 10:15–11:15 am
Location: 121C

Greg Macer   Kasey Smith  
Want to create your own Virtual and Augmented Realities? This session is focused on utilizing the tools available to create student and teacher AR/VR experiences. Kasey and Greg will lead participants through this experience with examples, models and hands-on activities to showcase this innovative experience.

Audience: Teachers, Technology coordinators/facilitators, Library media specialists
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: Cospaces
https://cospaces.io/
Metaverse
https://gometa.io/
Merge Cube
https://play.google.com/store/apps/details?id=com.MergeCube.ObjectViewer&hl=en_US
GooseChase
https://www.goosechase.com/
Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: PK-12
Subject area: STEM/STEAM, Computer science
ISTE Standards: For Students:
Innovative Designer
  • Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • Students develop, test and refine prototypes as part of a cyclical design process.

Proposal summary

Purpose & objective

Augmented and Virtual reality, while they have been around for a few years, have been making waves in innovation as of late. Most of these innovations have been made in the consumer end with things like Pokemon Go, Google Expeditions, and theme park rides. This session will focus on the teacher and student becoming creators of these types of innovative experiences. We will be looking at the different tools which can help classrooms create like Merge Cubes, Metaverse, CoSpaces, Google, among others. We want to build discussion based around how to create these activities and how these activity can fit in virtually all aspects of classroom learning. Through facilitator sharing of examples and modeling, participants will better understand the vast potential that lies within all of the tools covered all while giving participants a supportive, collaborative space to experiment with them. In the end, by sharing examples and discussion on the session webpage, we will create a network of like minded educators that can extend beyond ISTE.

Outline

Participants will begin this session by engaging in an Augmented Reality experience created by the presenters to showcase the enormous potential of this tool. This activity will be used to drive the discussion going further, focusing on the problem “how can I use this in my classroom?” The facilitators will share examples and model lessons of how this has been utilized in the schools they serve and look at the obstacles that are faced when trying to create them. To finish the session participants will experience a Virtual Reality activity and discuss ideas about potential lessons and activities that VR can be integrated into. Participants will be asked to share those ideas with the group and the wider audience through the session website so that it can be extended beyond the conference.

Supporting research

Bolkan, J. (2017, December 04). Virtual and Augmented Reality to Nearly Double Each Year Through 2021. Retrieved December 07, 2017, from https://thejournal.com/articles/2017/12/04/virtual-and-augmented-reality-to-nearly-double-each-year-through-2021.aspx

Castaneda, L., Cechony, A., Bautista A.. (2017) Applied VR in the Schools, 2016-2017 Aggregated Report. Foundry 10. Accessed 12/1/17. http://foundry10.org/wp-content/uploads/2017/09/All-School-Aggregated-Findings-2016-2017.pdf

Hew, K. F., & Cheung, W. S. (2010). Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research. British Journal of Educational Technology, 41(1), 33–55. http://doi.org/10.1111/j.1467-8535.2008.00900.x

https://thejournal.com/Articles/2018/01/11/Making-Virtual-Reality-a-Reality-in-Todays-Classrooms.aspx?Page=4

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Presenters

Photo
Greg Macer, Seneca Highlands Intermediate Unit 9
Photo
Kasey Smith, Lincoln Intermediate Unit 12

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