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Immersive VR as a Tool to Make in K-12 Environments

Change display time — Currently: Central Daylight Time (CDT) (Event time)
Location: La Nouvelle Ballroom, Table 15
Experience live: All-Access Package

Participate and share : Poster

Dr. Matt Caratachea  
Immersive virtual reality (VR) is beginning to be implemented into K-12 contexts. In this session, participants will learn about the use of VR as a tool to create digital artifacts, and how it can align with curricular goals. Participants will also learn how VR can be used in maker-centered learning.

Audience: Coaches, Library media specialists, Teachers
Skill level: Beginner
Attendee devices: Devices not needed
Topic: Augmented, mixed & virtual reality
Grade level: 6-12
Subject area: Science, STEM/STEAM
ISTE Standards: For Coaches:
Connected Learner
  • Pursue professional learning that deepens expertise in the ISTE Standards in order to serve as a model for educators and leaders.
Learning Designer
  • Collaborate with educators to develop authentic, active learning experiences that foster student agency, deepen content mastery and allow students to demonstrate their competency.
  • Help educators use digital tools to create effective assessments that provide timely feedback and support personalized learning.

Proposal summary

Purpose & objective

Participants will leave with the ability to incorporate VR as a tool to create digital artifacts. Those who attend this session will learn how to incorporate the maker-centered learning framework in their classrooms, schools, and makerspaces. During this session participants will also get hands-on experience with the Oculus Quest and the Gravity Sketch app.

Outline

The first 30 minutes of the presentation participants will learn about the creative use of VR in educational contexts. During this part of the presentation participants will be encouraged to ask questions and participate which will lead to less of a lecture and more of a conversation. Once the participants have the background on how VR can be used as a tool to create in K-12 contexts, they will be taught how to use the Oculus Quest and the Gravity Sketch app. The participants will have an opportunity to use the technology for 20 minutes and then come back together for a final reflection and questions for the final 10 minutes of the session.

Supporting research

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Vossoughi, S., & Bevan, B. (2014). Making and Tinkering : A Review of the Literature. Commissioned by the Committee on Successful Out-of-School STEM Learning. Retrieved from http://sites.nationalacademies.org/cs/groups/dbassesite/documents/webpage/dbasse_089888.pdf

Walker, Z. (2013, March 6). Teaching the last backpack generation. Smart-Brief on EdTech. Retrieved from http://smartblogs.com/education/2013/03/06/teaching-the-last-backpack-generation

Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). Los Angeles, CA: Sage Publications, Inc.

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Presenters

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Dr. Matt Caratachea, Goochland County Public Schools

Matt Caratachea is the Coordinator of Technology Integration & Innovation for a rural school division in Virginia. With strong interests in maker-centered learning, digital fabrication, and virtual reality technologies, Matt hopes to inspire teachers and students to use technology as a way to create and express themselves.

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