MORE EVENTS
Leadership
Exchange
Solutions
Summit
DigCit
Connect
Change display time — Currently: Eastern Daylight Time (EDT) (Event time)

Promoting Empathy and Personalizing Learning with AR, VR and XR

,
Philadelphia Marriott Downtown, Franklin 11/12/13

Explore and create: Deep-dive Creation lab
Preregistration Required
Save to My Favorites

Presenters

Photo
Student
Knox Grammar Preparatory School
Photo
Knox Grammar Preparatory School
Photo
Knox Grammar Preparatory School
Photo
Knox Grammar Preparatory School
Photo
Team Leader of Innovation and Technology
Knox Grammar Preparatory School
@ianfairhurst
@ianfairhurstedu
ISTE Certified Educator
Ian Fairhurst is the Team Leader of Innovation & Technology at Knox Grammar Preparatory School in Sydney, Australia. Responsible for leading and supporting staff & students in the immersive use of digital & design technologies embedded in innovative learning experiences, he is passionate about embedding authentic globally-focused learning opportunities through STEAM education, as well as establishing an active maker-culture in schools. Ian has a master’s degree in Innovation & Change, and has presented globally on developing real-world educational experiences with an empathy+STEAM approach. His vision is to provide opportunities for the next generation of leaders to engage with authentic issues in our world.
Photo
Head of Knox Prep
Knox Grammar School
@suefloro
ISTE Certified Educator
Sue Floro is an audacious educational thinker who understands the importance of a future focused, experience rich curriculum that encourages K-6 students to seek solutions to issues on a global scale. She has led the development of a school based curriculum platform, with the deep integration of the purposeful use of technology to design, create and innovate, at her school in Australia. Sue believes in the power of children to creatively solve great big world problems, and enjoys providing an environment where they can do just that!
Photo
Year 6 Teacher and Wellbeing Leader
Knox Grammar School
@MatthewHawke11
Matt Hawke is a Year 6 Teacher and House Leader at Knox Preparatory School. As an advocate of inquiry learning, Matt fosters curiosity, encourages risk-taking, and promotes student agency through E-STEAM tasks. He is passionate about how immersive technologies can be purposefully used to promote empathy and personalize learning opportunities. Over the last few years, Matt has presented at iLRN, uLearn, Edutech and ISTE. In 2022, Matt received The Educator Magazine’s Rising Star Award for his effective leadership, innovation, and achievement in teaching and learning.
Photo
Knox Grammar Preparatory School
Photo
Innovation and Technology Integrator
I started my career as a classroom teacher and recently stepped into the Innovation and Technology Integrator role at Knox Grammar Preparatory School. I have a passion for teaching and supporting students and educators alike in developing their knowledge, understanding, appreciation and confidence for technology-based activities throughout the syllabus. I have been responsible for several technology-based reforms and supporting the development of technology programs within various schools.
Photo
Knox Grammar Preparatory School
Photo
Knox Grammar Preparatory School

Session description

Discover how immersive technologies can be used to promote empathy, empower students and bring learning to life. Led by Australian students, come and experience, firsthand, the transformative impacts of personalized learning, as you create and explore the endless possibilities of emerging AR, VR and XR platforms.

Purpose & objective

Digital technologies are continuing to transform the field of education. Augmented (AR) Virtual (VR) and Extended (XR) Reality platforms have the power to enhance and extend learning by removing barriers of physical space, improving collaboration, encouraging hands-on learning and providing individualized opportunities to learn for students.

In this session, participants will discover how different immersive technologies are being purposefully used at Knox Grammar. These include CoSpaces, TinkerCAD, MicroBit, VR Storytelling experiences and FrameVR. In this session, participants will be able to engage in these immersive activities and experience, firsthand, the transformative impact these have on promoting engagement, developing metacognitive skills and providing opportunities for students to learn more about real-world issues that individuals across the globe face.

Led by Australian students, explore and create endless possibilities with immersive technologies. Discover how FrameVR, CoSpaces, TinkerCAD, MicroBit and VR experiences are being used by an Australian school to bring communities together, promote peer-to-peer learning, explore ethical/unethical practices, investigate real-world issues, promote curiosity and provide personalized learning opportunities.

The overall aim of this presentation is to demonstrate how immersive technologies can improve collaboration, spark curiosity and empower students to recognize the power that they have, to enact positive change in the world.

More [+]

Outline

In this hands-on 90-minute Creator Lab workshop, students will demonstrate to participants how they have used AR, VR and XR platforms to encounter and create unique personalized experiences. Students will demonstrate how these immersive experiences have supported their ability to empathize with others around the world and how this has helped transform learning.

5 mins – Introduction

5 mins – Overview of School Inquiry Process / Purposefully Integrating Technology

3 mins - What is Immersive Learning? Explore the benefits of using VR, AR and XR in the classroom

17 mins – Real World Modelling Using CoSpaces

17 mins – Building Natural Disaster Detection Systems with MicroBit and TinkerCAD

15 mins – Explore FrameVR

10 mins – Design and create your own virtual XR space with FrameVR

13 mins – Virtual Reality Storytelling – Promoting the UNSDG’s with VR

5 mins – Questions

More [+]

Supporting research

Al-Gindy, Ahmed & Felix, Chema & Ahmed, Ali & Matoug, Amani & Alkhidir, Munia. (2020). Virtual Reality: Development of an Integrated Learning Environment for Education. International Journal of Information and Education Technology. 10. 171-175. 10.18178/ijiet.2020.10.3.1358.

Dan, A. and Reiner, M. (2017). Reduced mental load in learning a motor visual task with virtual 3D method. Journal of Computer Assisted Learning, 34(1), pp.84-93.

Díaz, J., Saldaña, C., & Ávila, C. (2020). Virtual world as a resource for hybrid education.
International Journal of Emerging Technologies in Learning (iJET), 15(15), 94-109.

Dodds, H. (2021). Immersive Learning Environments: Designing XR into Higher Education. In J. E. Stefaniak, S. Conklin, B. Oyarzun, & R. M. Reese (Eds.), A Practitioner's Guide to Instructional Design in Higher Education. EdTech Books. https://edtechbooks.org/id_highered/immersive_learning_e

Gates-Stuart, E. (Artist), & Hagan, A. (Artist). (2020). STEAM - Empowering STEM with the Arts: Extended Reality - The future of immersive learning. Creative Works - Recorded or Rendered works, NSW Government. https://stem2020.com.au/stem-2020-workshops/#andrew-eleanor

Guo, X.; Guo, Y.; Liu, Y. The Development of Extended Reality in Education: Inspiration from the Research Literature. Sustainability 2021, 13, 13776.

Hawthorne BS, Vella-Brodrick DA and Hattie J (2019) Well-Being as a Cognitive Load Reducing Agent: A
Review of the Literature. Front. Educ. 4:121 doi: 10.3389/feduc.2019.00121

Liu, D., Dede, C., Huang, R. and Richards, J. (2017). Virtual, Augmented, and Mixed Realities in Education.

Lu, S. and Liu, Y. (2014). Integrating augmented reality technology to enhance children’s learning in marine education. Environmental Education Research, 21(4), pp.525-541.

Moore, R.L. (2019). The role of data analytics in education: Possibilities and limitations. In B. Khan, R. Corbeil, & M. Corbeil (Eds.), Responsible Analytics and Data Mining in Education: Global Perspectives on Quality, Support, and Decision-Making (pp. 101-118). Routledge, New York.

Romrell, Danae & Kidder, Lisa & Wood, Emma. (2014). The SAMR Model as a Framework for Evaluating mLearning. Journal of Asynchronous Learning Network. 18. 10.24059/olj.v18i2.435.

Puentedura, R. R. (2013, May 29). SAMR: Moving from enhancement to transformation [Web log post]. Retrieved from http://www.hippasus.com/rrpweblog/archives/000095.htm

More [+]

Session specifications

Topic:
Augmented, mixed & virtual reality
Grade level:
PK-5
Skill level:
Beginner
Audience:
Principals/head teachers, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
CoSpaces (Downloaded App) - https://cospaces.io/edu/
FrameVR - https://framevr.io/myvirtualclassrom

While it is encouraged that participants bring their own Laptop/Tablet Devices, we will have additional student iPads that participants can use during this session.

Subject area:
STEM/STEAM
ISTE Standards:
For Students:
Knowledge Constructor
  • Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
Creative Communicator
  • Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
  • Students publish or present content that customizes the message and medium for their intended audiences.
Related exhibitors:
MERGE,
Microsoft Corporation,
ClassVR