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Using XR Tools to Enhance Collaborative Learning: Strategies for VR Implementation

,
Pennsylvania Convention Center, 124

Participate and share: Interactive session
Recorded Session
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Presenters

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Director of Education
Inspirit VR
@joe_hutcheson
Dr. Joe Hutcheson has been in education and school administration for over 30 years. Since starting in the classroom in 1990, Dr. Hutcheson has served as an elementary teacher, middle school teacher, high school teacher, as well as a school principal and assistant principal. He also has served as the state coordinator (Ga) for Thinking Maps, Inc, and has served as a presenter and trainer for Augmented and Virtual Reality resources for the classroom. As a professional development provider, Dr. Hutcheson has presented at state and national conferences on how to engage our students with AR and VR.

Session description

What are the essential elements to foster collaboration while using VR and AR? Join this interactive session to explore ways to effectively set up your classroom for collaborative learning while using XR. Take away research-informed strategies to help you design collaborative learning opportunities with immersive technology.

Purpose & objective

The purpose of this session is to invite educators & educational leaders to examine ways that immersive learning technology can be sustainably implemented into schools and classrooms by diving intensely into collaborative learning strategies. By the end of this session, participants will:
- experience blended learning models created specifically for using VR in the classroom
- gain strategies to utilize immersive learning technology to increase collaborative learning
- take away templates and playbooks to continue innovation with XR tools in their own classrooms and schools

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Outline

This session will use Edtech frameworks such as Blended Learning models to teach, engage, and invite participants to design classroom set ups that yield to collaborative learning. Participants will be asked to:
1. Explore a variety of XR tools like VR and 3D models, while learning about edtech frameworks and implementation practices involving these tools
2. Participate in a station-rotation activity to put these frameworks to practice with VR
3. Create a lesson plan with their learning to apply these frameworks to their schools and/or classes.

Time for each component:
1. Knowledge sharing & exploration: 15 minutes
2. Station-Rotation: 45 minutes
3. Lesson Planning: 20 minutes
4. Reflection: 10 minutes

For this session, we plan to use:
- pair & share
- guided exploration
- device-based activities
- lesson creation individually and in groups

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Supporting research

1. Experience on Demand - Jeremy Bailenson
2. Blended Learning in Action - Caitlin R. Tucker, Tiffany Wycoff, Jason T Green

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Session specifications

Topic:
Innovative learning environments
Grade level:
6-12
Skill level:
Beginner
Audience:
Chief technology officers/superintendents/school board members, Curriculum/district specialists, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
Science, 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
  • 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.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session