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Using CoSpaces EDU to Create Virtual Reality Experiences

,
Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 1

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Presenters

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Technology Integration Specialist
Lincoln Elementary School
@Woodruff_LES
Karin Woodruff is the Technology Integration Specialist at Lincoln Elementary School in the Talladega County School System. This is her second year in this position. In years prior, she has served as Library Media Specialist, STEAM Coach, and taught 2nd and 3rd grades, as well as Kindergarten. She has Master’s Degrees in Early Childhood Education and Library Media Science. Karin has served in many leadership positions and is an advocate for the STEAM Initiative on the school and district levels. In 2017, she was voted as Elementary Teacher of the Year for Talladega County Schools.
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Technology Integration Specialist
Munford Elementary School
@howardkeb
Kelli Howard has been in the education profession for 15 years. She began her journey as a classroom teacher and then transitioned into the role of Technology Integration Specialist. Within this position, Mrs. Howard provides support to improve instruction and technology integration at Munford Elementary School in Talladega County, AL. She strives to help educators use technology to support engaging and meaningful learning their classrooms.

Session description

Teachers and coaches will learn how to use CoSpaces Edu, along with coding, to create virtual and augmented reality opportunities for their students. These experiences can be used across all content areas and grade levels, and will transform virtual and augmented reality into the redefinition step of the SAMR Model.

Purpose & objective

The purpose of the “Using CoSpaces to Create Virtual Reality Experiences” presentation is to expose educators to a variety of ways they can use virtual and augmented reality into their classroom instruction, specifically using the CoSpaces Edu platform, in order to expose students to a variety of learning opportunities they may not receive or experience otherwise. In addition, CoSpaces incorporates the use of coding, integrating computer science and computational thinking into these experiences. Educators will walk away with a multitude of ideas and lessons they can use with their own students in any grade level or content area.

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Outline

The "Using CoSpaces to Create Virtual Reality Experiences" presentation is an overview of the CoSpaces Edu platform and how it can be used in the classroom in order to create VR and coding opportunities in reading, math, science, social studies and more! The entire presentation is filled with ideas, lessons, rubrics, etc. that educators will be able to take directly back to their schools. Computers will also be set up so that attendees can gain firsthand knowledge of CoSpaces and begin creating their own virtual reality spaces.

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Supporting research

https://edtechreview.in/reviews/3131-cospaces-edu-great-creative-platform-for-different-subjects-any-age
https://soeonline.american.edu/blog/benefits-of-virtual-reality-in-education
https://online.lsu.edu/newsroom/articles/how-virtual-reality-changing-education/
https://blog.fetc.org/how-can-virtual-reality-be-used-to-improve-education/
https://cospaces.io/edu/CoSpacesEdu-VR-in-education.pdf
https://blog.tcea.org/build-coding-self-efficacy-cospaces-edu/

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Session specifications

Topic:
Augmented, mixed & virtual reality
Skill level:
Beginner
Audience:
Coaches, Library media specialists, Teachers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Coaches:
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.
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.