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Immersive Yourself! Transforming Learning with AR, VR, Impossible Field Trips, and more!

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Colorado Convention Center, Innovation Arcade: AR/VR Exploration Lab A

Innovation arcade: Exploration lab
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Presenters

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Instructional Design Manager
Discovery Education
@kimberlywright1
@kimberlyw
Kimberly Wright is an educator, writer, global keynote speaker, triathlete, and student advocate. She is a former Science Teacher and Technology coach. Currently she is an Instructional Design Manager at Discovery Education and calls Albuquerque, New Mexico home. Kimberly is an award wining educator and was awarded the Million Women Mentors STEM Trailblazer Award for her contributions to STEM education. She is passionate about mentoring students in STEM career fields and creating content that empowers students to consider different perspectives, become advocates, and see diverse future career paths.

Session description

Get hands-on with free resources! From the highest Skydeck in North America to Mars, discover the learning possibilities that not only bring the real world to your classroom – but connect them to their future careers! Learn how to foster a personalized, student-centered learning environment.

Purpose & objective

This session is meant to provide an inclusive experience that celebrates multiple points of view, exposes learners to a larger global community, and opens the classroom world. We believe diversity drives innovation and builds a culture where difference is valued. The purpose is to provide educators with resources for free field trips that can be used to build background, elevate content, and give students access to a global view. Educators will explore virtual environments that will help students to learn, immerse, and build empathy using multimedia tools and resources that can be used in a variety of curricular areas, helping students to make connections to what they already know.

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Outline

5 mins. - Introductions and purpose building around the session.

10 mins. - Showcase the variety of immersive experiences and engage participants with stories on how they have been successfully used as well as search for ones of interest to their content.

10 mins. - Guided exploration and discussion of immersive experiences and how they can be embedded into curriculum and instruction to impact student engagement, learning, and success.

20 mins. - Individual, partner or small group exploration of shared immersive experiences.

10 mins. - Share out.

5 mins. - Closure and questions.

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Supporting research

Paola Araiza-Alba, Therese Keane & Jordy Kaufman (2022) Are we ready for virtual reality in K–12 classrooms?, Technology, Pedagogy and Education, 31:4, 471-491, DOI: 10.1080/1475939X.2022.2033307

Yujung Ko & Won Sug Shin. (2023) Exploring teachers’ intention to integrate technology: a comparison between online- and AR/VR-based instruction. Technology, Pedagogy and Education 32:4, pages 537-554.

Rianne van Dinther, Lesley de Putter & Birgit Pepin. (2023) Features of Immersive Virtual Reality to Support Meaningful Chemistry Education. Journal of Chemical Education 100:4, pages 1537-1546.

Ashley Riner, Jung Won Hur & Jada Kohlmeier. (2022) Virtual Reality Integration in Social Studies Classroom: Impact on Student Knowledge, Classroom Engagement, and Historical Empathy Development. Journal of Educational Technology Systems 51:2, pages 146-168.

Xi Guo & Imran Mogra. (2022) Using Web 3D and WebXR Game to Enhance Engagement in Primary School Learning. Using Web 3D and WebXR Game to Enhance Engagement in Primary School Learning.

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Session specifications

Topic:
AR/VR/XR
Grade level:
PK-12
Skill level:
Beginner
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
Career and technical education, STEM/STEAM
ISTE Standards:
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.
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session