Constructing Reality with AR/VR
Participate and share : Interactive lecture
Tuesday, June 25, 10:15–11:15 am
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|
|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
|Focus:||Digital age teaching & learning|
|Topic:||Augmented, mixed and virtual realities|
|Subject area:||STEM/STEAM, Computer science|
|ISTE Standards:||For Students:
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.
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.
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