Heather Brantley is an experienced educator and founder of HeatherTechEdu, an educational consultant company based in Texas. With a background in instructional design and technology integration, Heather is passionate about helping teachers and students leverage the power of technology to enhance teaching and learning. Through HeatherTechEdu, she provides presentations on AI/AR/VR in the classroom, instructional design services, and educational technology consulting to schools and districts around the country. Heather's commitment to empowering educators and improving students outcomes has made her a respected leader in the field of educational technology.
Dr. Marialice B.F.X. Curran is the Founder and Executive Director of the Digital Citizenship Institute. Her advanced graduate and doctoral studies on adolescent development at Boston College reinforced her commitment to service learning as Dr. Curran leads by hand, heart and mind. As a mother and a connected educator, she has served as an associate professor, middle school teacher, principal and library media specialist.
Jaime Donally is a passionate technology enthusiast. She began her career as a math teacher and later moved into instructional technology. Her desire to build relationships has created opportunities to collaborate with students and educators around the world. She provides staff development and training on immersive technology as an edtech consultant, and her latest adventures include Global Maker Day and #ARVRinEDU events. She’s also an author and speaker on the practical use of augmented reality and virtual reality in the classroom.
Session description
Explore the exciting world of virtual reality and digital citizenship through an interactive session in Megaminds. Group challenges will be conducted using WebXR, a web-based virtual reality experience. Join the ISTEverse or online to see the future of collaboration in action!
Grade level: Not applicable
Skill level: Beginner
Purpose & objective
The purpose of this session is to explore the world of virtual reality using WebXR, and to demonstrate how this technology can enhance teaching and learning experiences. A special focus on Digital Citizenship will be included to highlight the foundational skills students must have to use this technology effectively and safely. The objective is for participants to work together to complete various challenges using WebXR, which will require communication, problem-solving, and teamwork skills.
10 minutes Introduction Megaminds will be the platform for the Digital Citizenship collaborative VR experience. 5 minutes The attendees will group up with at least one person virtually. 15 minutes Each group will discuss and present a concept demonstrating 1 Digital Citizenship pillar. 15 minutes Compete in a DigCit maze challenge
Donally, J. (2021). The Immersive Classroom. ISTE INTL SOC FOR TECH IN.
Donally, J. (2018). Learning Transported. ISTE INTL SOC FOR TECH IN.
A virtual glimpse into the reality of future education; TIPPING POINT Traditional learning is about to be challenged by advanced, immersive technology that could inspire generations, reports Peter Cunliffe." Times [London, England], 5 Apr. 2017, p. 39. Global Issues in Context, link.galegroup.com/apps/doc/A488630753/GIC?u=uphoenix_uopx&xid=f3bbd63e. Accessed 29 Sept. 2017.
Increasing Student Development Through Multi-Level Immersive Learning: Clemson Engineers for Developing Countries Case Study Author: Bargar, Dylan Journal: International journal for service learning in engineering Date: 10/01/2016
Smartphone: Android, iOS Laptop: Chromebook, Mac, PC Tablet: Android, iOS
Participant accounts, software and other materials:
Megaminds is a web-based experience, but it's easiest to navigate on a laptop.
ISTE Standards:
For Students: Empowered Learner
Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
Digital Citizen
Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
Innovative Designer
Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.