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Global Journey Through VR & AR: Fostering Empathy & Awareness

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Pennsylvania Convention Center, 125

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Presenters

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Director of Technology & Innovation
Morris Plains School District
@clionbailey
@theluckyprincipal
Christine Lion-Bailey serves as Director of Tech & Innovation and Elementary Principal in the Morris Plains School District in New Jersey. She also is a professor of teacher education at Ramapo College of NJ. Christine is the Chief Strategy Officer/Founder of Ready Learner One, an innovative learning solutions provider. Christine sits on the Advisory Board for Pace University Transformative Leadership Program and for CDW Education. She is co-author of Reality Bytes: Innovative Learning Using Augmented & Virtual Reality and The Esports Education Playbook: Empowering Every Learner Through Inclusive Gaming.

Session description

Learn how leveraging AR and VR can eliminate barriers and provide students with authentic learning experiences while fostering global awareness and building empathy. Learn about the differences between AR and VR and tools/practices for incorporating these innovative technologies across multiple grade levels and content areas in meaningful ways.

Purpose & objective

Join in for an immersive learning experience that will guide educators through the worlds of Augmented Reality and Virtual Reality to learn strategies for implementing them across content areas while fostering empathy and global awareness. Activities will be shared for various AR and VR tools and resources, including, but not limited to, CoSpaces, Google Earth, Google Expeditions, The Homeless Experience, Blu, and more. Participants will walk away with implementation strategies, example activities, and a proficient understanding of how AR and VR can be leveraged to foster empathy and global awareness.

Objectives:
1. Participants will be able to identify and define Augmented Reality and Virtual Reality as instructional tools to engage student learners.
2. Participants will be able to experience and reflect upon authentic AR and VR instructional strategies and activities that span a variety of content areas and grade levels.
3. Participants will be able to connect AR and VR instructional strategies with opportunities to foster empathy and global awareness within student learners.

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Outline

The presentation will be broken into 20% lecture of information, 50% demonstration of tools, and 30% try on your own. There will be opportunities for turn and talk as well as audience participation.

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Supporting research

Lion-Bailey, C., Lubinsky, J., & Shippee, M. (2020). Reality bytes: Innovative Learning using augmented and virtual reality. Dave Bugress Consulting, Inc.

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Session specifications

Topic:
Augmented, mixed & virtual reality
Grade level:
PK-12
Skill level:
Beginner
Audience:
Chief technology officers/superintendents/school board members, Professional developers, Teachers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Participant accounts, software and other materials:
None
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Education Leaders:
Equity and Citizenship Advocate
  • Ensure all students have access to the technology and connectivity necessary to participate in authentic and engaging learning opportunities.
  • Cultivate responsible online behavior, including the safe, ethical and legal use of technology.
For Students:
Global Collaborator
  • Students use collaborative technologies to work with others, including peers, experts or community members, to examine issues and problems from multiple viewpoints.