MORE EVENTS
Leadership
Exchange
Solutions
Summit

Leveraging Virtual Reality Tools for Creative Exploration

Change display time — Currently: Central Daylight Time (CDT) (Event time)
Location: Room 288-90
Experience live: All-Access Package Year-Round PD Package Virtual Lite
Watch recording: All-Access Package Year-Round PD Package Virtual Lite

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
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
For Students:
Innovative Designer
  • Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.

Proposal summary

Purpose & objective

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.

Outline

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.

Supporting research

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.

More [+]

Presenters

Photo
Danielle Cowden, Crosstown High

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.

Photo
Todd Cowden, Lausanne Collegiate School

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.

People also viewed

Helping Teachers Excel as Visual Communicators