Virtual Reality - Innovating Student Engagement and Learning
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Colorado Convention Center, Bluebird Ballroom Lobby, Table 6
Presenters






Session description
Purpose & objective
Participants will experience how virtual reality can be used as a bioscience learning tool. They will be able to go through a lesson plan and practice using select tools in VR. Participants will also hear from students that have participated in current research projects with industry partners. This will help participants plan new curriculum using more technology and digital resources.
Outline
Introduction to using virtual reality (VR) as an education tool (10 minutes)
Students discuss VR experience and research projects (20 minutes)
Participants hands-on in VR going through a sample neuroscience lesson (30 minutes)
Supporting research
Some articles supporting virtual reality in bioscience education:
- https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6487969/
- https://www.sciencedirect.com/science/article/pii/S266637912100197X
Session specifications
Leader
- Model for colleagues the identification, exploration, evaluation, curation and adoption of new digital resources and tools for learning.
- Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
Innovative Designer
- Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.