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Leadership Exchange
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Edtech Advocacy &
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AR/VR Around the World With CoSpaces EDU and MergeVR!

Listen and learn

Listen and learn : Panel


Thursday, December 3, 12:15–1:00 pm PST (Pacific Standard Time)

Brian Cauthers  
Nicholas Clayton  
Omnia Ismail Elsayed  
Michael Fricano II  
Marie-Eve Lapolice  
James McCrary  

Eight leaders (consultants, keynote speakers, professional developers, researchers, authors, bloggers and educators) in the augmented and virtual reality space spanning Egypt, Canada, Hawaii, New York, Louisiana, California and Pennsylvania will present the most innovative ways AR/VR are brought into the educational space from their respective regions around the world!

Audience: Coaches, Teachers, Technology coordinators/facilitators
Skill level: Intermediate
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 EDU app (cospaces.io/edu/tech-check.html)
Any MERGE Cube apps (arvreduhub.com/merge)
Topic: Augmented, mixed & virtual reality
Grade level: PK-12
Subject area: STEM/STEAM, Computer science
ISTE Standards: For Coaches:
Digital Age Learning Environments
  • Maintain and manage a variety of digital tools and resources for teacher and student use in technology-rich learning environments.
For Educators:
Learner
  • Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
For Education Leaders:
Empowering Leader
  • Inspire a culture of innovation and collaboration that allows the time and space to explore and experiment with digital tools.
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 overall purpose and objective of our presentation is for attendees to experience how the leaders in AR/VR from around the world are utilizing CoSpaces Edu and MergeVR. CoSpaces Edu and the MERGE Cube add-on can be both a teacher and student creation tool. It's the perfect AR & VR creation tool for students to explore 3D design with creativity and innovation. It's also a great tool for teachers to be able to deliver content in a relevant and engaging format. Using tools like those for augmented and virtual reality which enable students to become more immersed in their learning environment, to interact with objects, and the content they are learning about in a way that enables them to explore more closely, interact in unique ways that increase engagement in learning as well as curiosity and bring learning to life. Discuss designing lessons that incorporate student creativity, storytelling, coding and design elements. We also discuss the pros and cons of AR compared to VR in a classroom setting, including student collaboration, ease of use, scale and depth, being "present" in the classroom using AR, and student engagement.

Outline

1. Basics of designing in AR with CoSpaces and Merge apps: including design elements, incorporation of physics and motion for science simulations, and 3D modeling. (10 min)
2. Creation of an AR field trip or science lab simulation. (10 min)
3. Students exploration of 3D design by creating: VR roller coasters, 3D rube goldberg machines, AR MERGE Cube fairy tales, AR community info cubes, and more. (10 min)
4. CoSpaces Edu & Merge Cube in English literature and grammar (10 min)
5. CoSpaces Edu & Merge Cube in Art (10 min)
6. Storytelling in AR & VR (10 min)
Process: We will provide an overview and resources for attendees to create and collaborate with us and each other in the future.

Supporting research

1. Rose, F. David, Barbara M. Brooks, and Albert A. Rizzo. "Virtual reality in brain damage rehabilitation: review." Cyberpsychology & behavior 8, no. 3 (2005): 241-262.
2. Tettegah, Sharon, Kona Taylor, Eun Won Whang, Simon Meistninkas, and Robert Chamot. "Can virtual reality simulations be used as a research tool to study empathy, problems solving and perspective taking of educators?: theory, method and application." In ACM SIGGRAPH 2006 Educators program, p. 35. ACM, 2006.
3. Bailenson, Jeremy Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do.
4. Advantages and challenges associated with augmented reality for education: A systematic review of the literature, Educational Research Review Volume 20, February 2017, Pages 1-11
5. https://www.eschoolnews.com/2018/09/04/how-wearables-ar-and-vr-help-students-to-develop-sel-skills-part-2/
6.https://www.forbes.com/sites/forbestechcouncil/2019/08/16/augmented-reality-benefits-us-all/
7. http://www.foundry10.org/research/all-research
8. https://rubygarage.org/blog/augmented-reality-in-education-and-training
9. http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.644.8231&rep=rep1&type=pdf
10. Diegmann, P., Schmidt-Kraepelin, M., Eynden, S., & Basten, D. (2015). Benefits of augmented reality in educational environments-a systematic literature review. Benefits, 3(6), 1542-1556.
11. Billinghurst, M., & Duenser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56-63.
12. Radu, I. (2012, November). Why should my students use AR? A comparative review of the educational impacts of augmented-reality. In 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (pp. 313-314). IEEE.
13. Ibáñez, M. B., Di Serio, Á., Villarán, D., & Kloos, C. D. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1-13.
14. Kamarainen, A. M., Metcalf, S., Grotzer, T., Browne, A., Mazzuca, D., Tutwiler, M. S., & Dede, C. (2013). EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips. Computers & Education, 68, 545-556.
15. Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109-123.

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Presenters

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Nicholas Clayton, Puesta Del Sol Elem School/Victor Elemen
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Omnia Ismail Elsayed, Mansoura College
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Michael Fricano II, 'Iolani School
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Marie-Eve Lapolice, R�CIT national, domaine des arts

Marie-Eve Lapolice is a high school art teacher and an EdTech academic advisor in Québec, Canada. She has been fascinated with virtual reality since the nineties and strives to find new and innovative ways to create art with her students. Marie-Eve holds a master's degree in educational didactics with her thesis focusing on gamification of education. She presents in various local, national and international conventions on topics such as technology integration in education and gamification.

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James McCrary, River Parishes Community College

James McCrary is the director of technology and innovation at St. James Episcopal Day School in Baton Rouge. He has a background as a social studies educator and technology specialist. An Apple Distinguished Educator, Google Innovator, and Common Sense Media Certified Educator, he is passionate about integrating technology skills into the classroom and positively impacting students globally. James presents at local, state and international conferences on innovation in education, with a focus on 3D development, especially for augmented reality (AR) and virtual reality (VR). He also cohosts "The VR Podcast" discussing how immersion technology is impacting education and business.

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