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From Expeditions to ClassVR! How ClassVR has transformed and enhanced instruction!

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 15

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Presenters

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Instructional Technology Coach
Sheboygan Area School District
Amy has been with the Sheboygan Area School District in Sheboygan, WI for 5 years. Before becoming a Technology Learning and Innovation Coach, she was a teacher at the elementary, middle, and high school levels.
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Coordinator of Instructional Technology
Sheboygan Area School District
@MichaelJaberEDU
@nflspike
Michael Jaber, AKA “GoogleMan,” has been in education since 1994, teaching subjects such as U.S. History, Civics, World Studies, and Psychology at the secondary levels. In 2013 he joined the Sheboygan Area School District in Wisconsin to lead them as their Technology Coordinator and brought “Google Goodness” with him. Michael is a Google Certified Trainer and Google Innovator and has done several nationally broadcasted webinars along with presenting at numerous conferences. Michael is always on the cutting edge of new technologies and brings them to his district so that teachers and students can explore new things.

Session description

Come and join Michael Jaber as he talks about how he filled the Google Expeditions void with an incredible AR/VR/MR platform called ClassVR. Anyone looking for a VR solution that's built for education, this is a session that you don't want to miss. You'll leave in awe!

Purpose & objective

The purpose of my presentation is to talk to my attendees about the journey that I have been on to come up with a replacement for the void that was left by the sunsetting of Google Expeditions. I believe that this information will be very helpful to teachers and district leaders who were in the same position as I was. I will discuss how I vetted all the platforms available and how I came to the decision that ClassVr was the best option for our teachers and students. The key components I focused on were the following:
1. Set-Up- How difficult was the setting up of the hardware?
2. The Teacher Dashboard- How can teachers manage the headsets and content?
3. The resources- How do the resources compare to Google Expeditions?
What's included?
4. Customization- Can you create your own content for personalized
experiences?
5. Support- Does the company support the product and what was my
experience with that?
My goal at the end of the presentation is to provide helpful information about this VR platform that attendees may not have known about. We are all in this together and if I can save someone some time, or give them helpful information, that's what it's all about!

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Outline

I. Introduction of myself/educational background
II. The "Sunsetting" of Google Expeditions
a. Left with 180K of hardware
b. No alternative at the time
III. The VR Options and how I vetted them
IV."The Decision" How ClassVR became the platform of choice
V. The 6 Pillars of ClassVR
a. Set-up
b. VR
c. AR
d.Scenes(Avantis World)
e. Eduverse
f. Customization
VI.Classroom examples
VII. Value
VIII. Conclusion/Questions

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Supporting research

https://thejournal.com/articles/2022/08/18/podcast-the-surprising-incredible-ways-educators-are-using-classvr-virtual-reality-in-schools.aspx
https://eduverse.com/
https://www.classvr.com/blog
https://powerupedu.com/classvr-virtual-reality/

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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, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices not needed
Subject area:
Social studies, STEM/STEAM
ISTE Standards:
For Education Leaders:
Empowering Leader
  • Inspire a culture of innovation and collaboration that allows the time and space to explore and experiment with digital tools.
  • Support educators in using technology to advance learning that meets the diverse learning, cultural, and social-emotional needs of individual students.
For Educators:
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.