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

Taking Teacher Education Into the Metaverse

,
Pennsylvania Convention Center, 118B

Listen and learn: Ed talk
Recorded Session
Save to My Favorites

Presenters

Photo
Program Director, Educational Technology
University of Maryland Global Campus
@brandieshatto
@brshatto
ISTE Certified Educator
Dr. Brandie Shatto is a Professor and Program Director for Educational Technology at UMGC. She has more than 15 years of experience in both higher education and K-12 and has held positions such as professor, chair, teacher, technology integration specialist, and administrator. She holds a master’s degree from Bloomsburg University in instructional technology and an Ed.D. from University of New England in educational leadership. Dr. Shatto is President-Elect of the Maryland Society for Educational Technology (MSET), as well as an ISTE Certified Educator.

Session description

According to Forbes, 15- to 30-years-olds do not engage through social media anymore. They're in the metaverse. But how do we incorporate this technology into education? In this session, the presenter will share findings from a metaversity pilot with teachers enrolled in an instructional technology program.

Purpose & objective

The purpose of this presentation is to share the results of a virtual reality pilot in a Master of Education in Instructional Technology program with PK-12 teachers. Teachers attended 12 synchronous virtual reality sessions in the Engage VR platform as part of a mater's degree course on learning environments. The virtual reality portion of the course was part of Meta and Victory XR's Metaversity pilot with ten universities. The objectives of the presentation include (1) Prepare other educators for design and implementation of virtual reality projects in their schools or universities, (2) Provide a list of virtual reality resources resources for participants, (3) Engage participants in discussion of the advantages and disadvantages of inclusion of virtual reality technology in classrooms.

More [+]

Outline

1. Presentation - Introduce virtual reality, overview pilot and course (10 min).
2. Demonstration of Engage VR and/or videos of VR lessons from the pilot course (10 min).
3. Share pilot results (Hybrid Virtual Reality Course vs Asynchronous Online Course) (10 min).
4. Share additional VR applications and tools (10 min).
5. Interactive polls and audience discussion on potential uses of VR in their schools/classrooms (10 min).
6. Question & Answer Session (10 min).

More [+]

Supporting research

https://www.forbes.com/sites/deborahlovich/2022/05/11/what-is-the-metaverse-and-why-should-you-care/?sh=402fcfd52704
https://www.forbes.com/sites/emmawhitford/2022/09/03/metaversity-is-in-session-as-meta-and-iowas-victoryxr-open-10-virtual-campuses/?sh=3773ae416f25
https://www.iste.org/explore/classroom/explore-these-virtual-worlds-learning
https://edtechmagazine.com/k12/article/2019/08/arvr-k-12-schools-use-immersive-technology-assistive-learning-perfcon
https://er.educause.edu/articles/2021/4/making-vr-a-reality-in-the-classroom

More [+]

Session specifications

Topic:
Augmented, mixed & virtual reality
Grade level:
Community college/university
Skill level:
Beginner
Audience:
Teachers, Teacher education/higher ed faculty, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Engage (https://engagevr.io/download/)
ISTE Standards:
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.
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.