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

The Immersive Experience

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Explore and create : Creation lab

Elliana Donally  
Jaime Donally  

Get hands-on experience using some of the latest AR/VR tools available for the classroom. Complete all the tasks and get an AR/VR prize. Explore several augmented reality and virtual reality resources that easily bring learning to life.

Audience: Teachers, Curriculum/district specialists, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Smartphone: Android, iOS
Tablet: Android, iOS
Participant accounts, software and other materials: All resources are provided at the stations including QR codes for downloads.
Topic: Augmented, mixed & virtual reality
Grade level: PK-12
ISTE Standards: For Students:
Empowered Learner
  • Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Digital Citizen
  • Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
Additional detail: Student presentation, ISTE author presentation

Proposal summary

Purpose & objective

I've hosted the Immersive Experience at several conferences and I've received the most positive feedback than anything I've ever offered at a conference.
The learners will discover, unpack and problem solve through a series of AR/VR challenges. The challenges provide the participant to understand the latest immersive experiences while also giving ideas to bring the content directly into the curriculum.
Each station is set up with the appropriate resources to fully explore the tools and someone is always available to help. Each station will provide a challenge to discover and immersive the participant into AR/VR.

Outline

The participants will go through several stations of AR/VR content that will challenge them to explore new augmented and virtual reality technologies.

Each area is focused on attendees getting a hands-on experience using AR/VR. The attendees will start with directions at the info table to go to each station and complete a task to understand the tool. When they complete the task, they will receive a stamp on their sheet and when all stations are completed, they get an AR/VR goodie bag (first 100 people). In the remote environment, participants will submit completed stations online. Each station will have a sheet printed with a QR code for participants to download the apps. Attendees will need devices to complete every station.

Some of the potential items at stations:
1. AR - Minecraft Earth or surprise app
-Collect items and build in AR
2. AR & VR - AR Portals
-Create an AR portal and walk in and out of the space
3. AR - Mindlabs
-Complete challenge #1. Help stop Dr. Stonebreaker’s evil plot.
4. VR - Headset Experiences with Quest 2
Explore one of the apps:
-Nature Trek VR https://www.oculus.com/experiences/go/1723271804396968
-SculptrVR https://www.oculus.com/experiences/quest/1978992975501648
-Notes on Blindness https://www.oculus.com/experiences/go/1015802351839289/
5. VR - 360 Cameras
-Use one of the 360 cameras to capture a 360 picture and video
6. AR & VR - MERGE/CoSpaces
-Add to the AR/VR scene showing your ISTE experience on the MERGE Cube
7. AR & VR - disruptED
-Explore one of the books in AR & VR
8. AR & VR - Kai's Clan
-Create code and watch your robot come to life in this AR scene

Supporting research

Donally, J. (2021). The Immersive Classroom. ISTE INTL SOC FOR TECH IN.

Donally, J. (2018). Learning Transported. ISTE INTL SOC FOR TECH IN.

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
Journal: International journal for service learning in engineering
Date: 10/01/2016

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Presenters

Photo
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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