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

The Reality May Be Virtual, But the Learning Is Real

Listen and learn

Listen and learn : Lecture


Wednesday, December 2, 3:45–4:30 pm PST (Pacific Standard Time)

Steve Dembo  
Caitlin Krause  

We are entering a golden age for VR. Hardware has matured, content is in active development and barriers to entry are minimal. Experience how VR helps generate new understandings based on experiences impossible to replicate in real life. Discover new approaches to identity and empathy, while driving future-forward learning.

Audience: Teachers, Technology coordinators/facilitators, Library media specialists
Skill level: Beginner
Attendee devices: Devices not needed
Topic: Augmented, mixed & virtual reality
Grade level: PK-12
ISTE Standards: For Educators:
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
For Students:
Global Collaborator
  • Students use digital tools to connect with learners from a variety of backgrounds and cultures, engaging with them in ways that broaden mutual understanding and learning.
Digital Citizen
  • Students cultivate and manage their digital identity and reputation and are aware of the permanence of their actions in the digital world.

Proposal summary

Purpose & objective

Attendees will examine what effectively builds presence in "real life" worlds and in virtual reality.
Attendees will identify design challenges in a VR space aiming to "feel real," and the impact that this can have on digital age collaboration and communication.
Attendees will explore solutions for students learning to use VR to demonstrate learning that is connected, valuable, innovative and meaningful.

Outline

This is a general outline of our talk:
Introduction to Virtual Reality (VR) presence
The state of the interface, and important current considerations
Building empathy and understanding the human experience inside virtual worlds
Common challenges and conclusions
The Future of Immersive VR and Learning

Attendees will examine what effectively builds presence in "real life" worlds and in virtual reality.
Attendees will identify design challenges in a VR space aiming to "feel real," and the impact that this can have on digital age collaboration and communication.
Attendees will explore solutions for students learning to use VR to demonstrate learning that is connected, valuable, innovative and meaningful.

Supporting research

The following articles and research show aspects of VR that support the topics we'll be touching on in the session. As more current research develops (as the VR landscape advances quickly), we'll be adding to these resources:

Comprehensive Compendium of VR Research by Foundry10 (2016, 2017, 2018)
http://www.foundry10.org/research
http://foundry10.org/wp-content/uploads/2016/09/VR-pilot-detailed-results.pdf

VR Research
https://touchstoneresearch.com/infographic-virtual-reality-surging-into-the-classroom/

VR AR MR difference:
https://www.foundry.com/industries/virtual-reality/vr-mr-ar-confused

VR OMNI
http://www.virtuix.com/

VR storytelling at BC with James Joyce:
http://www.joycestick.com/

Trailer:
http://www.smithsonianmag.com/smart-news/game-turns-james-joyces-most-notorious-novel-virtual-reality-180962596/#M0FDxYWJczlrP5Zz.01

Great gallery for pics and showcasing all that goes into design and UX:
http://joycestick.com/gallery

VR Ulysses “Joycestick”
https://campustechnology.com/articles/2017/03/21/boston-area-college-students-develop-vr-game-based-on-ulysses.aspx

Play at 1:00: “interdisciplinary medium”
https://www.youtube.com/watch?v=oOQ-NyNIj_E

https://touchstoneresearch.com/the-top-10-companies-working-on-education-in-virtual-reality-and-augmented-reality/

https://www.easel.ly/create/?id=https://s3.amazonaws.com/easel.ly/all_easels/1342346/1490118335&key=pri

Google Expeditions overview
https://edu.google.com/expeditions/#get-started

Lincoln in the Bardo:
http://www.publishersweekly.com/pw/by-topic/industry-news/publisher-news/article/72890-beyond-reading-saunders-s-lincoln-in-the-bardo-goes-vr.html

Co-Spaces blog about building VR
https://blog.cospaces.io/kids-building-vr-from-headset-to-content-209ac5286611#.51z5v1azk

The right age for VR in the classroom?
https://blog.cospaces.io/what-is-an-appropriate-age-for-vr-5d227699c885#.wrjzkos9b

https://virtualrealitypop.com/storyboarding-in-virtual-reality-67d3438a2fb1

https://virtualrealitypop.com/practical-vr-ce80427e8e9d

https://zspace.com/about/press-releases/new-study-explores-relationship-between-students-cognitive-development

https://theblog.adobe.com/virtual-reality-will-change-learn-teach/

https://asu.pure.elsevier.com/en/publications/presence-and-middle-school-students-participation-in-a-virtual-ga

https://pdfs.semanticscholar.org/1bcf/34069ea044ac3fd8c67c61f94e0dd027e84e.pdf

https://www.researchgate.net/publication/316109135_Teachers%27_and_Students%27_Perceptions_of_Presence_in_Virtual_Reality_Instruction

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.105.7125&rep=rep1&type=pdf

https://www.vrfocus.com/2017/11/why-is-presence-important-for-virtual-reality/

More [+]

Presenters

Photo
Steve Dembo, Quest Academy
Photo
Caitlin Krause, MindWise

Caitlin focuses on the intersection of technology and wellbeing. She teaches at Stanford University. In September of 2020 she released Designing Wonder: Leading Transformative Experiences in VR. She co-authored the XR Collaboration Global Resource Guide, unveiled at AWE 2020. Caitlin runs numerous collaborative experiences in social XR, fusing presence, mindfulness, curiosity & storytelling. After two decades of classroom teaching and leadership, she authored Mindful By Design (Corwin Press, 2019) helping individuals and teams navigate complexity and change, prioritizing wellbeing, design and imagination. Caitlin is Community and Business Development Director at the Virtual World Society. Find out more at caitlinkrause.com.

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