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Virtual Reality Activities That Engage, Enhance and Extend Student Learning

,
Pennsylvania Convention Center, 201AB

Participate and share: Interactive session
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Presenters

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Coordinator of Instructional Technology
University of Wisconsin - Whitewater
@jonathanspike
Jon Spike serves as Coordinator of Instructional Technology at UW-Whitewater College of Education. He teaches courses in Video Games & Learning, Digital Tools, and Introduction to Education. Jon is also CEO of GamestormEDU, a company that designs educational games and playful experiences for teachers and students. His first game, Gamestormers, released this year. Jon is pursuing his doctorate in Educational Technology from Northern Illinois University, with a dissertation studying collaborative creation in head-mounted virtual reality. Jon also served as a high school English Teacher and Technology Integrator at the K-12 level before entering teacher preparation.

Session description

Many virtual reality (VR) experiences are passive activities. In this session, we will focus on VR that challenges students to engage with real-world problem-solving, work together in teams to solve VR challenges, and design 3D creations that can be brought into the physical world.

Purpose & objective

Participants will be able to utilize virtual reality to collaboratively plan, share, and create.

Participants will be able to utilize virtual reality to design 3D objects that can then be 3D printed for a physical prototype.

Participants will be able to engage in collaborative virtual reality to practice crucial social-emotional skills like communication, collaboration, and much more.

Participants will be able to assess virtual reality experiences and determine if they are engaging, enhancing, or extending learning for students.

The educational challenge being addressed is the lack of virtual reality experiences that are active, rather than passive activities.

The main model/framework being employed is Liz Kolb’s Triple E Framework for meaningful technology integration. The three e’s of engage, enhance, and extend are being used to drive what types of virtual reality experiences we should focus on as educators.

The evidence of success has been qualitative observations of preservice educators in labs and classrooms at the University of Wisconsin-Whitewater. Overall, participants have cited the opportunities to build social skills with others, design in a unique medium, and experience application-based learning as the best features of emerging virtual reality.

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Outline

(10 Minutes) A volunteer will come up front and get group assistance to complete a task in virtual reality, demonstrating the collaborative power of the medium.
(15 Minutes) The presentation will discuss engagement strategies such as collaboration in virtual reality, like Keep Talking and Nobody Explodes, Rumii, and more.
(15 Minutes) The presentation will discuss enhancement strategies such creating in virtual reality through Blocks, Tvori, and more.
(15 Minutes) The presentation will discuss extension strategies such as real-world applications like HoloLab Champions, RoboCo, and much more.
(5 Minutes) Time will be reserved for questions and audience recommendations for virtual reality that engages, enhances, and extends learning for students.

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Supporting research

The Triple E Framework by Dr. Liz Kolb
https://www.tripleeframework.com/

Learning Transported: Augmented, Virtually, and Mixed Reality For All Classrooms by Jaime Donnally
https://www.iste.org/resources/product?id=4099

Yildirim, G. (2017). The users’ views on different types of instructional materials provided in virtual reality technologies. European Journal of Education Studies, 3 (11) 150-172. doi: 10.5281/zenodo.1045349

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Session specifications

Topic:
Augmented, mixed & virtual reality
Grade level:
6-12
Skill level:
Beginner
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Participant accounts, software and other materials:
None needed.
Subject area:
Language arts, 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.
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.