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Wizardry in Education: Harnessing the Mystique of Augmented Reality

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Participate and share: Interactive session
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Presenters

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Math Interventionist/STEAM Teacher
East Coloma-Nelson Elementary School
@browniesedbites
@browniesedbites
Heather, a dedicated K-5 math interventionist and STEAM teacher, is on a mission to uplift her fellow educators. She excels in highlighting their strengths and generously shares technology and math strategies to elevate their capabilities. Heather's passion lies in using technology to make the impossible possible in education, igniting excitement for math. Her expertise has earned her speaking opportunities at various conferences, including a prestigious role as a keynote panelist at IETC in 2023. Currently, Heather is authoring a book that explores how to transform math anxiety into enthusiasm through the creative use of Canva

Session description

Discover the enchantment of 'Wizardry in Education,' where augmented reality mystique magically transforms elementary classrooms. Immerse yourself in a captivating journey as AR casts spells of wonder, reshaping education into a captivating dimension. Experience the transformative power of this magical odyssey, where every lesson becomes a mesmerizing adventure.

Purpose & objective

The presentation aims to empower educators with the knowledge and skills to seamlessly integrate augmented reality (AR) into elementary classrooms. Participants will explore the transformative potential of AR in addressing educational challenges, fostering engagement, and providing an inclusive and immersive learning experience.

Objectives:
Participants will grasp the theoretical foundations of how AR enhances pedagogy, fosters creativity, and supports diverse learning styles.
Participants will be introduced to key AR applications like Quiver Vision, CoSpaces, and Wonderscope. They will learn how to navigate and leverage these tools effectively.
Through hands-on exercises, participants will design AR-enhanced lesson plans, considering diverse student needs and subject matter applicability.

The challenge lies in adapting to the evolving educational landscape, where engaging students in meaningful ways is paramount. Traditional teaching methods may not always resonate with today's tech-savvy learners.

Instructional Activities/Strategies:
Participants engage in creating AR-enhanced lesson plans, applying theoretical knowledge to practical scenarios.
Live demonstrations and guided exploration of Quiver Vision, CoSpaces, and Wonderscope.

Evidence of Success:
Gauge success through the active participation and enthusiasm of attendees during hands-on activities.
Collect feedback to assess participants' understanding, confidence in using AR tools, and their perceived applicability in their educational context.
This presentation not only imparts knowledge but equips educators with tangible skills to integrate AR effectively, fostering a dynamic and inclusive learning environment.

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Outline

Introduction (5 minutes)
Introduce AR
Take a poll about participant knowledge and use of AR

Quiver Vision (15 minutes)
Share photos from students
Participants color a page and experience the AR magic
Several will be shared for the rest of the participants to see

WonderScope (10 minutes)
Share pictures from students using app
Show sample of it
Allow participants to try

CoSpaces (20 minutes)
Share photos
Show projects from students of various grade levels
Brainstorm different content ideas that could be used
Give participants time to use

Share and Close (10 minutes)
Participants may continue to work with their favorite app
Open it up for questions and ideas
Wrap it up

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Supporting research

https://www.educationcorner.com/augmented-reality-classroom-education.html

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Session specifications

Topic:
AR/VR/XR
Grade level:
PK-5
Skill level:
Beginner
Audience:
Teachers
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
Language arts, STEM/STEAM
ISTE Standards:
For Educators:
Facilitator
  • Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session