Get ready for ISTELive 21! Launch the site now.
Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

AR & VR Test Kitchen: Immerse Yourself in a Feast of Innovation

Explore and create

Explore and create : Creation lab


Thursday, December 3, 2:00–2:50 pm PST (Pacific Standard Time)

Alex Chaucer  
Sam Chaucer  
Amanda Fox  
Michael Fricano II  
Molly Hooker  
Ethan Kik  
James McCrary  
John Zingale  

People's Choice winner. In the AR & VR Test Kitchen you’ll be able to sample your way through some of the best AR and VR applications and creation tools. You’ll play, explore and experiment through a variety of stations led by six leading K-12 AR and VR expert educators.

Audience: Teachers, Technology coordinators/facilitators, Library media specialists
Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Participant accounts, software and other materials: Create a FREE MERGE Miniverse account at: https://miniverse.io




Create a FREE CoSpaces Edu account at: https://cospaces.io




Create a FREE Sketchfab account at: https://sketchfab.com




Create a FREE Metaverse account at: https://studio.gometa.io




Create a FREE Personal Google Account (non-school) for Tour
Creator at: https://arvr.google.com/tourcreator




Create a FREE Flipgrid account at: flipgrid.com




Install the following FREE mobile apps on your smartphone or tablet (some apps might not be compatible with your device):


Google Expeditions


Metaverse


MERGE Object Viewer


Sketchfab


Qlone 3D Scanner (not the Edu version)


Reality Composer


Flipgrid


CoSpaces Edu
Topic: Augmented, mixed & virtual reality
Grade level: PK-12
ISTE Standards: For Students:
Creative Communicator
  • Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
For Educators:
Citizen
  • Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
Learner
  • Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
Additional detail: Student presentation
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

Participants will learn about and explore a variety of AR & VR applications and products through a rotating stations model. At each station participants will learn from leading educator experts that have used these tools in their classrooms. Participants will receive introductory walkthroughs of the tool, a demo of how it can be used with students, and examples of student projects.

Participants will learn how to use Metaverse and MERGE Cube in a Language Arts classroom.

Participants will how to use 3D scanning tools and MERGE Cube / Sketchfab to create an augmented reality artifact museum.

Participants will learn how to use CoSpaces Edu and MERGE Cube to create AR and VR experiences that bring student writing to life.

Participants will learn how to get started with Flipgrid AR and how to apply it in K-12 environments.

Participants will learn how to use Reality Composer for creating AR experiences on iPad and how those experiences can be used to create a distributable iOS app.

Participants will learn how to preserve and highlight the history and culture within their community by creating Virtual Reality tours with the use of Google Tour Creator and Google Expeditions.

Outline

(5 minutes) Introductions & Logisitics: Introduce participants to the AR & VR Test Kitchen concept. introduce the AR & VR expert educators and their station topics. Go over logistics and learning objectives for the workshop.

(45 min) Station Rotations: There will be 6 stations. Each station will run simultaneously. Participants will rotate from one station to the next freely based on their personal interests. Each station will introduce an AR or VR application, tool, and/or classroom integration concept and participants will complete an activity or a station challenge.


Participants will learn about and explore a variety of AR & VR applications and products through a rotating stations model.

Participants will learn how to use Metaverse and MERGE Cube in a Language Arts classroom.

Participants will how to use 3D scanning tools and MERGE Cube / Sketchfab to create an augmented reality artifact museum.

Participants will learn how to use CoSpaces Edu and MERGE Cube to create AR and VR experiences that bring student writing to life.


Participants will learn how to get started with Flipgrid AR and how to apply it in K-12 environments.

Participants will learn how to use Reality Composer for creating AR experiences on iPad and how those experiences can be used to create a distributable iOS app.

Participants will learn how to preserve and highlight the history and culture within their community by creating Virtual Reality tours with the use of Google Tour Creator and Google Expeditions.

(10 minutes) Takeaways & Q&A: Learning objectives will be reinforced and discussed. Participants will be given time to ask questions of each other and the AR & VR expert educators.

Supporting research

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.
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.
Bailenson, Jeremy Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do.
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
https://www.eschoolnews.com/2018/09/04/how-wearables-ar-and-vr-help-students-to-develop-sel-skills-part-2/
https://www.forbes.com/sites/forbestechcouncil/2019/08/16/augmented-reality-benefits-us-all/
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.
Billinghurst, M., & Duenser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56-63.
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.
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.
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.
Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109-123.

More [+]

Presenters

Photo
Alex Chaucer, South Glens Falls CSD

Mr. Chaucer is a science teacher in South Glens Falls, upstate New York. He has been an IT Director, instructional technologist, college professor, high school teacher, and even coordinated a NASA research center. Mr. Chaucer is the founder of The Virtual Reality Podcast.

Photo
Amanda Fox, STEAMPunksEdu

Amanda Fox has spent the last decade dedicated to technology integration in the classroom. She is an author, educator, speaker, & publisher, and founder of STEAMPunksEdu!

Photo
Michael Fricano II, 'Iolani School
Photo
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.

Photo
John Zingale, Vancouver iTech Preparatory

People also viewed

From Engagement to Empowerment: Redesigning the Classroom Landscape
Google Tools for Struggling Students
What Does Asia Learn from Distant Learning during COVID

Testimonials