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Tricks and Tools: Engaging in Collaborative Learning in Virtual Reality

Listen and learn

Listen and learn : Snapshot


Monday, June 24, 4:30–5:30 pm
Location: Room 111

Presentation 1 of 2
Other presentations:
A Night at the (Virtual) Museum

Cindy Ball   Dan Roy   Harvey Wright  
Social collaboration in VR is knocking our socks off! Join us to discuss three dynamic programs that are bringing students together in virtual reality for unique learning experiences. From training for dental students to game development, we are building communities of educators and students learning together in virtual spaces.

Audience: Curriculum/district specialists, Teachers, Library media specialists
Skill level: Beginner
Attendee devices: Devices not needed
Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: 9-12
Subject area: Career and technical education, STEM/STEAM
ISTE Standards: For Educators:
Collaborator
  • Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
Disclosure: The submitter of this session has been supported by a company whose product is being included in the session

Proposal summary

Purpose & objective

We will highlight three projects using virtual reality that bring students together in collaborative learning spaces. Projects include: Cellverse, a cellular biology experience developed by the Collaborative Learning Environments in Virtual Reality project (CLEVR) at the Massachusetts Institute of Technology; VR Patient, an application used by the University of Michigan to provide an immersive surgical experience to students at the School of Dentistry; and student-driven collaboration between VR clubs at two Seattle Public High Schools. This discussion will explore the collaborative activities of these projects focusing on the benefits and challenges experienced in each program. The panel will share the data driven results from each project and make recommendations for supporting virtual collaboration in schools and communities.

Outline

Introductions and overview of the projects (Cindy Ball) (5 minutes)
Highlights by each panelist about how they are using a collaborative environment (15 minutes)
Facilitated conversation on the lessons learned, challenges faced, strategies for success (Cindy Ball) (35 minutes)
Final thoughts (Cindy Ball) (5 minutes)
Questions (10 minutes)

Supporting research

Donally, Jamie. Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms. 2018
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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Presenters

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Cindy Ball, Oculus
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Dan Roy, MIT
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Harvey Wright, Seattle Public Schools

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