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

The Quest for Alternative Learning Experiences

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Participate and share : Poster

Kyle Calderwood  
Jaime Donally  

Explore how to take your students to new worlds or explore history right from their classroom. Join us as we detail how you can get started with augmented and virtual reality tools.

Audience: Chief technology officers/superintendents/school board members, Teachers, Coaches
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Topic: Augmented, mixed & virtual reality
Grade level: PK-12
Subject area: Computer science, STEM/STEAM
ISTE Standards: For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
Citizen
  • Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
Additional detail: ISTE author presentation

Proposal summary

Purpose & objective

Using the platforms of both Augmented Reality and Virtual reality students are truly able to immerse themselves in the learning. Budgets are always a constant challenge for schools. We plan to showcase tools and methods that are robust yet cost effective. For the budget conscious we will also be showcasing strategies and tools that are completely free. Here are example directions from our STEAM teacher in which we employed lab stations to introduce the Apollo Space Program. Students worked in different stations, one of which was a fully immersive Apollo 11 recreation using the Oculus Quest VR headset. On the other hand, schools may not be willing to invest in VR equipment just yet and are only ready to “dip their toes” into the AR/VR sphere. This is where there are tons of free and low cost apps available with little risk for the teacher. The objective of this session is to expose the audience to what is possible with AR/VR technology as well as show them just how easy it can be to get started with their existing lessons!

Outline

Presenter Introductions (2-3 minutes) Augmented Reality (25 minutes) - Audience members will go hands on with the Merge cube and develop their own mini-lesson. Merge Cube (15 minutes) MergeEDU Platform (10 minutes) Virtual Reality (25 minutes) - Audience members will be pulled to volunteer to experience each example themselves while the rest of the audience will be able to see a live stream on the screen of what that volunteer is seeing. Introduction to the Oculus Quest Social Studies/Historical Example (5-8 mins) Arts Example (5 mins) PE/Movement Example (3 mins) EngageVR Educational Platform demo (5 mins) Q&A (7-8 minutes)

Supporting research

- A virtual glimpse into the reality of future education; TIPPING POINT Traditional learning is about to be challenged by advanced, immersive technology that could inspire generations, reports Peter Cunliffe." Times [London, England], 5 Apr. 2017, p. 39. Global Issues in Context, link.galegroup.com/apps/doc/A488630753/GIC?u=uphoenix_uopx&xid=f3bbd63e. Accessed 29 Sept. 2017. Increasing Student Development Through Multi-Level Immersive Learning: Clemson Engineers for Developing Countries Case Study Author: Bargar, Dylan International journal for service learning in engineering Date: 10/01/2016 - Domingo, J. R., & Bradley, E. G. (2018). Education student perceptions of virtual reality as a learning tool. Journal of Educational Technology Systems, 46(3), 329-342. - Penland, J. L., Laviers, K., Bassham, E., & Nnochiri, V. (2019). Virtual Learning: A Study of Virtual Reality for Distance Education. In Handbook of Research on Blended Learning Pedagogies and Professional Development in Higher Education (pp. 156-176). IGI Global. - Ip, H. H., Wong, S. W., Chan, D. F., Byrne, J., Li, C., Yuan, V. S., ... & Wong, J. Y. (2016, July). Virtual reality enabled training for social adaptation in inclusive education settings for school-aged children with autism spectrum disorder (ASD). In International Conference on Blended Learning (pp. 94-102). Springer, Cham.

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Presenters

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Kyle Calderwood, Tabernacle Twp School District
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Jaime Donally, ARVRinEDU

Jaime Donally is a passionate technology enthusiast. She began her career as a math teacher and later moved into instructional technology. Her desire to build relationships has created opportunities to collaborate with students and educators around the world. She provides staff development and training on immersive technology as an edtech consultant, and her latest adventures include the launch of Global Maker Day and the #ARVRinEDU community. She’s also an author and speaker on the practical use of augmented reality and virtual reality in the classroom.

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