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Top AR/VR Trends to Transform Learning

Change display time — Currently: Central Daylight Time (CDT) (Event time)
Location: Room 348-9
Experience live: All-Access Package
Watch recording: All-Access Package Year-Round PD Package

Explore and create : Creation lab

Jaime Donally  
Following an extremely unusual year, many are looking to bring a fresh learning opportunity. Despite the pandemic slowdowns, technology has continued to move forward with new interactions, access, and innovation. So what are we expecting to see in the coming years and what does it mean for the classroom?

Audience: Chief technology officers/superintendents/school board members, Curriculum/district specialists, Professional developers
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: iOS
Laptop: Chromebook, Mac, PC
Tablet: iOS
Topic: Augmented, mixed & virtual reality
ISTE Standards: For Students:
Empowered Learner
  • Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
Digital Citizen
  • Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Additional detail: ISTE author presentation

Proposal summary

Purpose & objective

The session will show the top AR/VR/MR concepts to be aware of for future classrooms and how these tools can create new ways of learning. Participants will interact with the current tools while learning about the benefits. I will include visuals that showcase a snapshot of the tools and what steps to take next to bring these types of resources into the classroom.

Outline

I will begin the session on the difference between AR, VR, MR, 3D, 360, and metaverse concepts (blockchain, digital identity, NFTs). The attendees will discover an example in each of these immersive technologies (40 mins). We will explore new considerations that are missing in the classroom but must be the foundational skills students need as we move forward. (10 mins).
At the conclusion of the session, attendees will have a chance to share practical ideas for effective implementation.

Supporting research

Donally, J. (2021). The Immersive Classroom. ISTE INTL SOC FOR TECH IN.

Donally, J. (2018). Learning Transported. ISTE INTL SOC FOR TECH IN.

A virtual glimpse into the reality of future education; TIPPING POINT Traditional learning is about to be challenged by advanced, immersive technology that could inspire generations, reports Peter Cunliffe." Times [London, England], 5 Apr. 2017, p. 39. Global Issues in Context, link.galegroup.com/apps/doc/A488630753/GIC?u=uphoenix_uopx&xid=f3bbd63e. Accessed 29 Sept. 2017.

Increasing Student Development Through Multi-Level Immersive Learning: Clemson Engineers for Developing Countries Case Study
Author: Bargar, Dylan
Journal: International journal for service learning in engineering
Date: 10/01/2016

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Presenters

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Jaime Donally, ARVRinEDU

Jaime Donally is a passionate technology enthusiast. She began her career as a math teacher and later moved into instructional technology. Her desire to build relationships has created opportunities to collaborate with students and educators around the world. She provides staff development and training on immersive technology as an edtech consultant, and her latest adventures include the launch of Global Maker Day and the #ARVRinEDU community. She’s also an author and speaker on the practical use of augmented reality and virtual reality in the classroom.

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