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Reality Bytes: Innovative Learning Using Augmented and Virtual Reality

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Explore and create : Creation lab

Christine Lion-Bailey  
Jesse Lubinsky  
Dr. Micah Shippee  

Augmented reality and virtual reality are rapidly finding their way into education and training in every industry. Come to a hands-on session to learn and reflect on the many applications AR and VR have for education.

Audience: Coaches, Principals/head teachers, Teachers
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: The following apps may be loaded in advance on your phone or tablet: 4th Wall, Catchy Words, Google Expeditions, BBC Civilisations, Merge Explorer, Jig Space, Google Translate, Quiver
Topic: Augmented, mixed & virtual reality
Grade level: PK-12
ISTE Standards: For Coaches:
Teaching, Learning and Assessments
  • Coach teachers in and model design and implementation of technology-enhanced learning experiences addressing content standards and student technology standards.
For Education Leaders:
Connected Learner
  • Set goals to remain current on emerging technologies for learning, innovations in pedagogy and advancements in the learning sciences.
For Educators:
Collaborator
  • Dedicate planning time to collaborate with colleagues to create authentic learning experiences that leverage technology.

Proposal summary

Purpose & objective

Participants will understand the relevance of exploring AR and VR in education as it relates to the future of work and training.

Participants will have hands on time with the latest AR and VR equipment ranging from readily accessible mobile devices to high-end VR devices from companies like Oculus and HTC.

Participants will be guided the the XR ABC Framework, a learning framework we have developed that illustrates the spectrum of learning experiences that users in AR and VR can have and how each aspect of the framework connects to teaching and learning.

Participants will understand and be able to leverage curricular and standards based connections with augmented and virtual realities.

Outline

Content and activities:
We will be running an AR/VR playground where users will get to experience AR and VR activities that can be run in any classroom. In addition to K-12 and higher ed content, we will dedicate time to experiences that foster empathy and social justice.
Attendees will be introduced to the XR ABC Framework, a learning framework we have developed that illustrates the spectrum of learning experiences that users in AR and VR can have and how each aspect of the framework connects to teaching and learning.

Time:
Intro to AR, VR, and the XR ABC Framework - 30 minute introduction to AR and VR technologies followed by an introduction to the XR ABC Framework (which we introduced in the book “Reality Bytes: Innovative Learning with Augmented and Virtual Reality” by DBC Inc.).
AR and VR Playground - four 30 minute hands on playground sessions where attendees will be able to rotate from station to station getting to experience AR and VR as students would in classroom settings. Each attendee will have the opportunity to rotate through the various experiences. At the end of a 30 minute cycle, the experiences at each station will change and the rotation will start again. By the end of the playground, attendees will have had experiences in each aspect of the AR/VR framework for both AR and VR.
Reflect and debrief - 30 minutes of reflection on the various AR/VR experiences and the framework. Focus on how these technologies can improve teaching and learning.

Process:
Most of the session will be dedicated to providing attendees with hands-on experience through the playground. However, unlike most demos, the scenarios we present will allow them to function as learners in their classrooms to allow them to go through the student experience of integrating these technologies.

Supporting research

Akçay, M. and Akçay, G. (2017) Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Published in Educational Research Review 20 (2017) 1-11.

Bernard Marr. "The 10 Vital Skills You Will Need For The Future Of Work." Forbes. 29 Apr. 2019. https://www.forbes.com/sites/bernardmarr/2019/04/29/the-10-vital-skills-you-will-need-for-the-future-of-work/#2a831bf73f5b Accessed 11 Sep. 2019.

Dunleavy, M., Dede, C. & Mitchell, R. Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. J Sci Educ Technol (2009) 18: 7. https://doi.org/10.1007/s10956-008-9119-1. Accessed 6 Sep. 2018.

Gownder, J.P. (2016) “How Enterprise Smart Glasses Will Drive Workforce Enablement – Forecast: US Enterprise Adoption And Usage Of Smart Glasses” published April 21, 2016.

Hu-au, E. "Virtual Reality for Education Posts." Virtual Reality for Education. 7 Nov. 2018. Web. 13 Sept. 2019. http://virtualrealityforeducation.com/xennial-digitals-xdvr-learning-portal-playing-with-science-in-vr/

Lion-Bailey, C., Lubinsky, J., and Shippee, M. (2020) Reality Bytes: Innovative Learning Using Augmented and Virtual Reality. San Diego: Dave Burgess Consulting, Inc.

"Virtual Reality: THE Learning Aid Of The 21st Century - Forbes." 15 Mar. 2019, https://www.forbes.com/sites/solrogers/2019/03/15/virtual-reality-the-learning-aid-of-the-21st-century/. Accessed 30 Jul. 2019.

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Presenters

Photo
Christine Lion-Bailey, Morris Plains School District
Photo
Jesse Lubinsky, Adobe Inc.
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Dr. Micah Shippee, Samsung Electronics

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