Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

Step into the AR Metaverse

Participate and share

Participate and share : Interactive lecture


Tuesday, June 25, 4:15–5:15 pm
Location: Nutter Theater: Level 1

Christina Zientek  
Give your students the opportunity to learn your content using computational thinking! Metaverse promotes storyboarding, design thinking, and problem-solving skills as students learn to create engaging interactive augmented or virtual reality games, all while displaying their content mastery.

Audience: Teachers, Technology coordinators/facilitators, Library media specialists
Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: Attendees will need a Metaverse account on a laptop or tablet to create their experiences, and a mobile device with the Metaverse app to view the final product.
Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: 6-12
Subject area: Computer science
ISTE Standards: For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Additional detail: Session recorded for video-on-demand, Session will be simulcast live

Proposal summary

Purpose & objective

Participants will receive a packet that guides them how to structure their content area through the initial scaffolding process and an online resource they can use to explain the technology (Metaverse) to their students. The session is designed to give attendees a creative technology tool that students can utilize to demonstrate content mastery while learning additional computational and design thinking skills. Evidence of success will be a functioning mobile trivia game.

Outline

10 minutes - What's the End Game?
Attendees will use their mobile device to see an active demonstration of finished student experiences.
15 minutes - How Do We Get There?
An overview of the Metaverse tools and creation space using an interactive presentation with a backchannel to capture and address questions.
20 minutes - Let's Get Started
This guided walk-through will demonstrate how to create a functional Metaverse experience using a scaffolded activity
Remaining time - Let's Play
Attendees will be encouraged to create their own interactive trivia game that focuses on their content.
Bonus Activity: Attendees will share their activities in a collaborative document to create a network of fellow users.

Supporting research

Bonner, E., & Reinders, H. (2018). Augmented and Virtual Reality in the Language Classroom: Practical Ideas. Teaching English with Technology, 18(3), 33–53. Retrieved from http://ezproxy.shsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=eric&AN=EJ1186392&site=eds-live&scope=site

Pilgrim, J. M., & Pilgrim, J. (2016). The Use of Virtual Reality Tools in the Reading-Language Arts Classroom. Texas Journal of Literacy Education, 4(2), 90–97. Retrieved from http://ezproxy.shsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=eric&AN=EJ1121641&site=eds-live&scope=site

Southgate, E., Smith, S. P., Cividino, C., Saxby, S., Kilham, J., Eather, G., … Bergin, C. (2018). Embedding immersive virtual reality in classrooms: Ethical, organisational and educational lessons in bridging research and practice. International Journal of Child-Computer Interaction. https://doi-org.ezproxy.shsu.edu/10.1016/j.ijcci.2018.10.002

Turner, D., Green, A., Brown, L., & Dyanatkar, S. (2017). Challenges and emerging best practices for using virtual and augmented reality in geoscience classrooms. Abstracts with Programs - Geological Society of America, 49(6), @Abstract no. 45-2. Retrieved from http://ezproxy.shsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=geh&AN=2018-023925&site=eds-live&scope=site

Virtual Reality without a Headset? Real Classroom Strategies for VR. (2018). Tech & Learning, (8), 10. Retrieved from http://ezproxy.shsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=edsgsc&AN=edsgcl.536532599&site=eds-live&scope=site

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Presenters

Photo
Christina Zientek, MsZentech

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