Breakout With Augmented and Virtual Reality
Explore and create : Workshop
Saturday, June 22, 4:00–5:30 pm
Experience the concept of Breakout EDU with a technology twist. Join in digital challenges to unlock each piece of the mystery to breakout of the PD norm while learning augmented and virtual reality tools.
|Audience:||Teachers, Technology coordinators/facilitators, Library media specialists|
|Attendee devices:||Devices required|
|Attendee device specification:||Smartphone: iOS
|Participant accounts, software and other materials:||The presenter will share the downloads on a QR sheet at the beginning of the session.|
|Focus:||Digital age teaching & learning|
|Topic:||Augmented, mixed and virtual realities|
|ISTE Standards:||For Students:
|Additional detail:||ISTE author presentation|
The participants will take away several digital challenges to bring back to their district. All learners will engage in a competition that will require teamwork, problem-solving and out of the box thinking. The primary goal is for participants to learn different ways to approach professional development and learn augmented and virtual Reality resources. While we will discuss BreakoutEDU, we will also cover other relevant resources to bring back to the classroom immediately.
Begin- We will begin with a brief introduction of Breakout EDU. An explanation of how Breakout EDU was modified to include technology will be explained.
Activity- The interactive centers will include challenges that must be solved in a specific amount of time to be ready for the next center. While only the answer needs to be solved in each center, resources for groups to explore AR/VR apps further will be available.
Finish- The groups will compile all their answers to join in a Nearpod VR lesson.
Yuen, Steve Chi-Yin, Gallayanee Yaoyuneyong, and Erik Johnson. "Augmented reality: An overview and five directions for AR in education." Journal of Educational Technology Development and Exchange (JETDE) 4.1 (2011): 11.
Pellas, Nikolaos, et al. "Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning." Virtual Reality (2018): 1-18.