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Reality Bytes: Exploring the Power of AR and VR

Change display time — Currently: Central Daylight Time (CDT) (Event time)
Location: La Nouvelle Ballroom, Table 9
Experience live: All-Access Package

Participate and share : Poster

Jesse Lubinsky  
Dr. Micah Shippee  

The aha! moments that augmented reality (AR) and virtual Reality (VR) provide are just the tip of the learning iceberg, and have the potential to foster deep learning experiences for every learner. During this session, we'll explore how to use AR and VR to make an impact in every classroom.

Audience: Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: The following apps may be loaded (but not necessary) in advance on your phone or tablet:
4th Wall Catchy Words
BBC Civilisations
Merge Explorer
Jig Space
Google Translate
Quiver
Topic: Augmented, mixed & virtual reality
Grade level: PK-12
Subject area: STEM/STEAM
ISTE Standards: For Coaches:
Change Agent
  • Facilitate equitable use of digital learning tools and content that meet the needs of each learner.
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 through 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 - 10 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 10 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 each 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 - 10 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.

Note: Depending on the format that this session is ultimately selected for, we can adapt the structure of the session to fit the format. So if we were to switch to a panel, for example, it would be less hands-on and done more as part of a discussion. This can also be adapted to run as more of a presentation which would align with the existing slides we have shared.

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. & Shippee, M. (January 2020) Reality Bytes: Innovative Learning using Augmented and Virtual Reality, a Ready Learner One book. Dave Burgess Press.

"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
Jesse Lubinsky, Adobe Inc.

Jesse Lubinsky is an Education Evangelist for Adobe. He is an Adobe Creative Educator, a Google Certified Innovator & Trainer, a CoSN CETL, an adjunct professor of education and technology, and an international keynote speaker. Jesse is co-author of “Reality Bytes: Innovative Learning Using Augmented and Virtual Reality” (January 2020) and "The Esports Education Playbook: Empowering Every Learner Through Inclusive Gaming" (November 2020). He is also co-host of the Partial Credit Podcast and the Ready Learner One Lounge, a virtual reality show focused on innovations in teaching and learning.

Photo
Dr. Micah Shippee, Samsung Electronics

Micah Shippee, PhD is the Chief Executive Officer of Ready Learner One LLC, Micah operates at the intersection of research and practice as a professor of planned change and innovation, learning theory, and organizational behavior. Micah's research focus is on the adoption and deployment of new technological innovations in organizations. As an author, consultant and keynote speaker, he focuses on the adoption of innovation through the development of cultures that embrace change. Micah is the author of WanderlustEDU: An Educator’s Guide to Innovation, Change, and Adventure and co-author of Reality Bytes: Innovative Learning Using Augmented and Virtual Reality.

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