Leveraging Virtual Reality Tools for Creative Exploration |
Listen and learn : Ed talk
Danielle Cowden Todd Cowden
Discover how you can creating using virtual reality in the classroom. We'll look at case studies as well as research that supports VR as a learning tool and creativity as a necessity in any curriculum.
Audience: | Chief technology officers/superintendents/school board members, Teachers, Technology coordinators/facilitators |
Skill level: | Beginner |
Attendee devices: | Devices not needed |
Topic: | Augmented, mixed & virtual reality |
Grade level: | PK-12 |
Subject area: | Computer science, STEM/STEAM |
ISTE Standards: | For Educators: Designer
Innovative Designer
|
The purpose of this session is to inform and empower teachers with the knowledge they need to develop experiences for students that foster creative thinking skills while utilizing virtual reality tools. The emphasis of this creative practice is on redefinition and reimagination of what is possible. The talk will also cite supporting research for implementing creative practice and virtual reality in the classroom to increase engagement and academic achievement. Teachers will leave with the resources to implement this technology and justify why it is important to stakeholders.
10 minute introduction, welcome, open up the topic and give a parking lot QR code for questions.
10 minutes of background and supporting research, supported by visuals.
20 minutes of case studies from the classroom.
10 minutes of demonstration to show the technology in use.
10 minute wrap up with questions.
1. Maas MJ, Hughes JM. Virtual, augmented and mixed reality in K-12 education: A review of the literature. Technology, pedagogy and education. 2020;29(2):231-249. doi: 10.1080/1475939X.2020.1737210.
2. Vogel J. Computer gaming and interactive simulations for learning: A meta-analysis. Journal of educational computing research. 2006;34(3):229-243. doi: nfo:doi/.
3. Annetta L, Mangrum J, Holmes S, Collazo K, Cheng M. Bridging realty to virtual reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom. International journal of science education. 2009;31(8):1091-1113. doi: 10.1080/09500690801968656.
4. Achuthan K, Francis S, Diwakar S. Augmented reflective learning and knowledge retention perceived among students in classrooms involving virtual laboratories. Educ Inf Technol. 2017;22(6):2825-2855. https://search.proquest.com/docview/1970915847. doi: 10.1007/s10639-017-9626-x.
5. Tumay Tunur, Sean W. Hauze, James P. Frazee, Paul T. Stuhr. XR-immersive labs improve student motivation to learn kinesiology. Frontiers in Virtual Reality. 2021;2. https://doaj.org/article/1a7d27e6e28248c4938ed8c6b036ec5b. doi: 10.3389/frvir.2021.625379.
6. Tripathi S. Integration of virtual reality and augmented reality for immersive gaming and learning. PEEIC. Oct 2019:63-66.
7. Beck D. Special issue: Augmented and virtual reality in education: Immersive learning research. Journal of educational computing research. 2019;57(7):1619-1625. https://journals.sagepub.com/doi/full/10.1177/0735633119854035. doi: 10.1177/0735633119854035.
8. Dede CJ, Jacobson J, Richards J. Introduction: Virtual, augmented, and mixed realities in education. In: Virtual, augmented, and mixed realities in education. Singapore: Springer Singapore; 2017:1-16. http://link.springer.com/10.1007/978-981-10-5490-7_1. 10.1007/978-981-10-5490-7_1.
Howdy! I teach design in the P-TECH program at Sachse High School in Garland ISD. I hold a BFA in Studio Art and am currently pursuing an MFA in Visual Communications. My goal as an educator is to empower and inspire my students to be creative problem solvers in everything they do. I also strive to do the same for my peers.
Todd is an expert in technology and creativity built on over 25 years of professional experience working with companies such as Universal Pictures, Lucasfilm, LEGO and National Geographic. He’s worked in traditional advertising, web design, interactive design and has over 10 years experience in the games industry. For the past 8 years Todd has taught various design courses to high school students, including graphic design, digital illustration, digital film & video production, and game design. One constant through all these classes is his goal of teaching students to see things differently to find unexpected creative solutions in the world around them.