The Amazing Race — Virtual Reality Edition
Explore and create : Creation lab
Debra Atchison Dee Dickson Julie Willcott
Teachers say that using virtual reality is like an awakening of the students' minds! See what all the fuss is about in a very interactive, hands-on session played out in the format of "The Amazing Race" game. Prizes will be awarded!
|Audience:||Curriculum/district specialists, Teachers, Technology coordinators/facilitators|
|Attendee devices:||Devices required|
|Attendee device specification:||Laptop: Chromebook, Mac, PC
|Participant accounts, software and other materials:||Everything participants need will either be provided or can be located by using chrome. Nothing extra is needed to be installed or accessed prior to the session.|
|Topic:||Augmented, mixed & virtual reality|
|Subject area:||Career and technical education, STEM/STEAM|
|ISTE Standards:||For Educators:
The audience for this session will be educators wanting to see how VR can enrich their curriculum. They may have only heard of VR and may have various VR tools in their districts. Either way, they will leave having participated in a fun, hands-on very interactive session that will show them the many content areas that can be taught with VR tools including the first ever VR laptop! The Amazing Race - Virtual Reality Edition will be played like the television show with the same name. Participants will learn in a fun yet highly competitive game and prizes will be awarded to the winning teams.
Welcome and Intros (2 minutes)
What is VR and how can it be used (3 minutes)
VR Demo(5 minutes)
Game Rules and Game Play covering the following content areas through the various VR apps (50 Minutes)
Science (all areas)
Anatomy & Physiology
Periodic Table of Elements
3D design creation
Circuitry & Electricity
Review of game & Award prizes to the winning teams (15 minutes)
Q & A(10 minutes)
Wrap up (5 minutes)
Learning in the Digital Age:
A Review of the Research on Innovative Technologies
Encouraging Collaborative Learning in Classrooms Using Virtual Reality Techniques
Improving biotech education through gamified laboratory simulations
Simulations for STEM Learning
3D in the Classroom: See Well, Learn Well
Interactive 3D in Medicine
Effects of 3D Simulation-Based Learning (SBL) on Motivation and Performance
Deb Atchison is an enthusiastic trainer with 30+ years of experience that travels the globe sharing with teachers and students. She has trained in Tanzania, Kenya, Ukraine, Croatia, Turkey, and many other countries. With a Master’s degree in EdTech from Pepperdine University, she has led school districts to numerous successes through her leadership positions. Debra was the personal home-school teacher for comedian Eddie Murphy’s children. She is a Google Certified Trainer and Chrome OS Certified and helps districts get set up to use G Workspace and trains teachers to use these tools. She is also the co-founder of EdChange Global.
EdTech is Dee’s thing! As an educator with 20+ years of teaching and corporate training experience, she has a deep understanding of the technological demands that are required of today's instructors. Over the years, Dee has trained and speaks at conferences across the U.S., supporting classrooms and corporate environments with instructional tools that create a dynamic, engaging student-centered environment. With her experience in the field of education, her passion, focus, and experience led her to research and develop innovative classroom technology strategies that produce unforgettable learning experiences.
Julie Willcott oversees the development of #AR/#VR/#XR immersive and interactive content for the K12 education market. Her experience includes teaching STEM (Science Technology Engineering and Mathematics) at the high school level and sustainability at the college level. She has been recognized as an Apple Distinguished Educator, Class of 2013 for her innovative use of technology and development of open educational resources.