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Building VR Worlds: From Crayons to Code (or No Code at All).

Listen and learn

Listen and learn : Lecture


Saturday, December 5, 11:30 am–12:15 pm PST (Pacific Standard Time)

Hall Davidson  
Free or low-cost VR-building tools make creating virtual worlds possible. Enter them with cardboard or Go! Convert crayon drawings into VR. Learn drag-and-drop applications that build VR from educational libraries. Fill original VR landscapes with 3D models. Build VR adventures or tours. Do it -- then view it!

Audience: Coaches, Teachers, Library media specialists
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Participant accounts, software and other materials: None needed. Presenter will bring fully loaded equipment.
Topic: Augmented, mixed & virtual reality
Grade level: PK-12
Subject area: Career and technical education, Computer science
ISTE Standards: For Coaches:
Digital Age Learning Environments
  • Model effective classroom management and collaborative learning strategies to maximize teacher and student use of digital tools and resources and access to technology-rich learning environments.
For Students:
Knowledge Constructor
  • Students curate information from digital resources using a variety of tools and methods to create collections of artifacts that demonstrate meaningful connections or conclusions.
  • Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.

Proposal summary

Purpose & objective

An ongoing challenge for education is to prepare students for the real world. Virtual reality is growing every year particularly in the workplace (from WalMart to Boeing). By intervening with content creation tools, students (and teachers) can transfer VR's efficacies to teaching and learning.
Technology tools now exist to build VR (Panoform converts crayon drawings into VRs) . 360 cameras or even a mobile phone is a basic tool) Both kinds of VR cameras will be demonstrated, including the Ricoh Theta. Software or apps include Experizer(drag and drop VR) and CoSpaces,
Lessons plans from app providers like CoSpaces will be shared via links, and content libraries with embedded VRs such as NASA, the Civil Rights Library, the Holocaust Museum, and Discovery Education will be shown.

Headset hardware from $3 low end will be shared, but the path to higher end unites from $199 to $700 units will be shown.
Evidence of success:
The penetration of VR content into the professions and workplace PD is evidence of VR success. Professional data from manufacturing to medicine will be presented.

Outline

1.Definition of VR and examples shown industry such as Lockheed-Martin, medical uses, science, SEL applications. (6 min)
2. Simple VR building tools (Panoform, Cardboard Camera, et al, and camera/cellphone tools (10 min)
3 Intermediate VR builders such as Google Tour Creator, ThingLink, Co-Spaces where VR is used with other content building blocks . (10 min)
4. Advanced building content where objects built with 3D modeling programs, et al, are pulled into VR as "worlds" through apps and online, shared through high resolution VR viewers (Oculus Go, VIVE, others) and through ChromeCast or LiveCast to large monitors for classroom sharing of experiences.(20 min)
4 Resources shared, Q&A (remaining time)

Supporting research

Using Virtual Reality in the classroom: "Preservice Teachers' Perceptions." Cooper, Park, Nasr, Thong, Johnson. March 2019, Educational Media International, Routledge and ICEM. "Ontlus: 3D Content Collaborative Creation via Virtual Reality" International Conference on Multimedia Modeling MMM 2018: MultiMedia Modeling pp 386-389, 1/13/18; "Mobile Virtual Reality: A Promising Technology to Change the Way We Learn an
Ubiquitous Learning pp 95-106, November 18, 2017; "Developing Elementary Students’ Digital Literacy Through Virtual Reality Creation Longitudinal Analysis of Questionnaires, Interviews, and Projects" Journal of Educational Computing Research, August 29, 2018; Hsiao-Ping Hsu, Zou Wenting, Joan E. Hughes; "Virtual reality: A New Track in Psychological Research" British Journal of Technology, 10 M; Applications for Collaborative Learning in Virtual Reality (International Society of the Learning Sciences) CSCL 2017, https://repository.isls. The Influences of the [compared] 2D Image-Based Augmented Reality and Virtual Reality on Student Learning (2016) (4th grade) http://www.ifets.info/journals/20_3/9.pdf Mainstream press: The Atlantic "Virtual Reality Gets Real'
http://www.theatlantic.com/magazine/archive/2015/10/virtual-reality-gets-real/403225/; Fast Company "Could VR Make Us Better People story: http://time.com/tag/virtual-reality/ http://www.fastcoexist.com/3041200/could-virtual-reality-make-us-better-people Academia: Multiple uses of mobile apps in modern life, design, health, et al
https://www.academia.edu/6976115/Using_virtual_pets_to_promote_physical_activity_in_children_An_application_of_the_youth_physical_with Sutdents With Autism" http://eric.ed.gov/?id=ED541157; Importance of Tools: J M Kinser 2015 Kinematic Labs with Mobile Devices 6270-5628-1ch1 Published July 2015. "How Mobile Devices Are Transforming Health Care"
https://vacloud.us/sandbox/groups/5069/wiki/a69cb/attachments/1ddb8/Brookings%20-%20How%20Mobile%20Devices%20are%20
"Importance of Mobile Apps in Product Design" http://www.igi-global.com/article/content/80237; "Increasing Physical Activity with Mobile activity with mobile devices: a meta-analysis

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Presenters

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Hall Davidson, Discovery Education

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