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Preserving Our Heritage: A Virtual Journey Through Time.

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 23

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Presenters

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Highlands International School San Salva
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Educational Technology Coordinator
Highlands International School San Salva
@walbertoflores
@walbertoflores1310
Educador apasionado por las oportunidades que brinda la tecnología para el aprendizaje.Walberto Flores is happily married and the father of three children under 7 years old. He works as Educational Technology Coordinator at Highlands International School San Salvador and is an educational technology consultant with experience in areas from preschool to master's in the field of education and technology. He has specialized in the use of Artificial Intelligence Intelligence in terms of its educational and ethical applications and implications. He is certified as an Apple Professional Learning Specialist, Microsoft Innovative Educator Expert, Minecraft Education Educator Global Mentor and Founding Leader of one of the Google Educator Groups of El SalvadorWalberto Flores is a professor of pedagogy, has a degree in philosophy, obtained a master's degree in education with a specialization in teaching based on competencies at the Anáhuac University of Mexico and is currently a candidate for a Doctor of Education at the Don Bosco University of El Salvador. He is MIE Expert since 2018, APL since 2019, Global ambassador of Minecraft and other technological solutions. He works full time as Educational Technology Coordinator at Highlands San Salvador. Consultant in educational technology. I am an educator passionate about the possibilities that technology offers for learning. #MIE Expert #APL #GoogleEducator Level 2. #NearpodCertifiedTeacher

Session description

The project aims to preserve historical places in our country using Minecraft Education. These buildings were created by students with the purpose of recreating them as identically as possible. The main objective is to preserve this historical memory and share the experience with people around the world.

Purpose & objective

The technology intervention that we use to solve or improve the challenge or situation is Minecraft Education, a platform that allows us to create virtual replicas of historical places in our country. We use the tools and features of Minecraft Education to design and build these places with accuracy and detail, following the principles of historical authenticity and architectural fidelity. We also use digital media such as videos, screenshots to present our work in different formats and styles. We share our work with people around the world through social networks and online exhibitions.

The models employed to guide our project design and implementation are the SAMR model (Substitution, Augmentation, Modification, Redefinition) and the TPACK model (Technological, Pedagogical and Content Knowledge). We use the SAMR model to evaluate how our technology intervention enhances our learning outcomes. We aim to reach the redefinition level, where we create new tasks that were previously inconceivable without technology. We use the TPACK model to integrate our technology intervention with our pedagogical and content knowledge. We aim to achieve a balance between these three domains, where we use technology effectively, pedagogy appropriately, and content accurately.

The lesson plans or instructional activities/strategies employed to carry out our project are based on project-based learning and cooperative learning. We use project-based learning as an instructional strategy to engage our students in authentic and meaningful tasks that require them to apply their knowledge and skills in real-world contexts. We use cooperative learning as an instructional activity to promote collaboration and communication among our students and with other learners from different countries and cultures.

The evidence of success that we collect and analyze to measure the impact and effectiveness of our project is formative assessments because is and extra curricular project. We use formative assessments such as quizzes, surveys, rubrics, checklists, peer reviews and self-reviews to monitor our students' progress and provide feedback throughout the project.

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Outline

Introduction (1 minutes): Explain the purpose and objectives of the project, and introduce the team members and their roles. Provide an overview of the project design and implementation, using the SAMR and TPACK models as frameworks.

Content and activities (3 minutes): Present the main content and activities of the project, divided into four phases: research, design, build and share. For each phase, explain the following:
- The content that was covered and the sources that were used.
- The activities that were performed and the tools that were used.
- The challenges that were faced and the solutions that were found.
- The learning outcomes that were achieved and the evidence that was collected.
- The feedback that was received and the improvements that were made.

Engage the audience in each phase by using different tactics, such as:
- Asking them to answer questions or polls using their devices.
- Inviting them to participate in games or contests related to the content or activities.
- Encouraging them to interact with each other or with other learners from different countries and cultures using Skype, Zoom, Google Classroom or Padlet.
- Showing them screenshots, narrations, captions, maps and timelines of the virtual replicas of historical places in Minecraft Education.
- Allowing them to visit and explore the virtual replicas of historical places in Minecraft Education using their devices or VR headsets.

Conclusion (2 minutes): Summarize the main points and achievements of the project, and highlight the impact and effectiveness of the technology intervention. Share some qualitative and quantitative data that demonstrate the students' knowledge, skills, attitudes and values. Reflect on the lessons learned and the future directions of the project. Thank the audience for their attention and participation, and invite them to ask questions or provide feedback. Focus and how could the reply the experience.

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Supporting research

Facilitating empathy through virtual reality
Abstract: Virtual reality has the potential to influence interpersonal emotions such as empathy.

Virtual reality improves emotional but not cognitive empathy: A meta-analysis. Abstract: VR can arouse compassionate feelings but does not appear to encourage users to imagine other people's perspectives.

Insights into the Predictors of Empathy in Virtual Reality Environments Abstract: VR experiences are predictors of empathy in VR experiences.
Virtual Reality as a Medium to Elicit Empathy: A Meta-Analysis Abstrac: VR exposure did not note in empathy.

Exposure to social suffering in virtual reality boosts compassion and facial synchrony.
Abstract: VR has a unique potential to motivate empathy in situations where face-to-face encounters are not possible.

Disrupting the “empathy machine”: The power and perils of virtual reality in addressing social issues
Abstract: There is little empirical evidence of a correlation between VR exposure and an increase in empathy that motivates pro-social behavior.

Virtual Reality and Empathy Enhancement: Ethical Aspects
Abstract: Virtual embodiment in avatars is an alternative way to enhance empathy-related abilities.

The application of virtual reality in empathy establishment: Foresee the future Abstract: Virtual reality has provided a full range of depth and breadth for the establishment of empathy in many different types of fields.

Rediscovery of Empathy in Youth through an Interactive Virtual Reality Experience
Abstract: Interactive virtual reality has the ability to evoke empathy.

The Use of Storytelling in Virtual Reality for Studying Empathy: A Review Abstrac: VR method did not show a significant advantage over the other narrative methods in comparison studies with other narrative methods.

Exploring virtual reality for quality immersive empathy building experiences Abstract: VR can allow an individual to embody an other through first-person narratives delivered via multimodal technology-mediated experiences.

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Intermediate
Audience:
Technology coordinators/facilitators, Chief technology officers/superintendents/school board members, Teachers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS
Tablet: Android, iOS
Subject area:
Social studies
ISTE Standards:
For Students:
Creative Communicator
  • Students publish or present content that customizes the message and medium for their intended audiences.
Global Collaborator
  • Students use digital tools to connect with learners from a variety of backgrounds and cultures, engaging with them in ways that broaden mutual understanding and learning.