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Explore and create

Explore and create : Creation lab

Monday, November 30, 11:10 am–12:00 pm PST (Pacific Standard Time)

Elliana Donally  
Jaime Donally  

While educators were flocking to scoop up hot deals at their local store for Merge Cubes, many are now wondering how to use them in the classroom. Let's explore the foundation and all the important parts of using Object Viewer and Explorer including the dashboard.

Audience: Coaches, Teachers, Library media specialists
Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Smartphone: Windows, Android, iOS
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: All the links will be provided in the QR codes.
Topic: Augmented, mixed & virtual reality
Grade level: PK-12
ISTE Standards: For Students:
Empowered Learner
  • Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Digital Citizen
  • Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
Additional detail: Student presentation, ISTE author presentation, Session recorded for video-on-demand
Influencer Disclosure: This session includes a presenter that indicated a “material connection” to a brand that includes a personal, family or employment relationship, or a financial relationship. See individual speaker menu for disclosure information.

Proposal summary

Purpose & objective

The objective of the session is providing training on a highly requested tool. The Merge Cube certainly captures the WOW, but beyond that, educators are looking for ways to implement augmented reality effectively. The session will focus on the what, how and why of immersive technology, primarily focused on the Merge Cube.
An additional focus of ARKit will be explained to demonstrate the latest software development tool that is supercharging our mobile devices with augmented reality.
The evidence of success will be shown in the final products created and displayed on social media.


The session will begin with an introduction to Merge Cubes. All participants will receive a cube to keep and participate in the session.
A QR code sheet will be available, and attendees will see my demo of the tools, while given the opportunity to download the iOS or Android app.
The session will allow attendees an option to CREATE content for the cube.
Determine ways that the tools are relevant to their content area and how to properly implement the AR resource.
The final activity will be creating AR in the cube and sharing the experiences.

Supporting research

Donally, J. (2018). Learning Transported. ISTE INTL SOC FOR TECH IN.

A virtual glimpse into the reality of future education; TIPPING POINT Traditional learning is about to be challenged by advanced, immersive technology that could inspire generations, reports Peter Cunliffe." Times [London, England], 5 Apr. 2017, p. 39. Global Issues in Context, Accessed 29 Sept. 2017.

Increasing Student Development Through Multi-Level Immersive Learning: Clemson Engineers for Developing Countries Case Study
Author: Bargar, Dylan
Journal: International journal for service learning in engineering
Date: 10/01/2016

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Jaime Donally, ARVRinEDU

Jaime Donally is a passionate technology enthusiast. She began her career as a math teacher and later moved into instructional technology. Her desire to build relationships has created opportunities to collaborate with students and educators around the world. She provides staff development and training on immersive technology as an edtech consultant, and her latest adventures include the launch of Global Maker Day and the #ARVRinEDU community. She’s also an author and speaker on the practical use of augmented reality and virtual reality in the classroom.

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