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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.
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
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Díaz, J., Saldaña, C., & Ávila, C. (2020). Virtual world as a resource for hybrid education.
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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
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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
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.
Related exhibitors: | MERGE, Microsoft Corporation, ClassVR |