Event Information
Introduction (Presenter-led, 10 minutes):
Brief introduction to our project and its goals.
Overview of the tools and technologies we use in Book Creator, focusing on “app smashing” — integrating Augmented Reality (AR), Virtual Reality (VR), and Artificial Intelligence (AI) to create interactive and dynamic digital books.
Highlight of our ongoing collaboration with a school overseas, showing how these tools have made global teamwork engaging and impactful.
Student-Led Demonstrations (Student-led, 15 minutes):
Showcase of Student Projects:
Students will present examples of their work using Book Creator, explaining how each project integrates various digital tools to enhance storytelling and learning.
One-on-One Interactions:
Students will engage directly with attendees, demonstrating the tools they used to build their projects, including how to generate 3D avatars and make them interactive using MyWebAR and fairly new AI tool - Rosebud AI.
Each student will have an iPad for hands-on demonstrations and a computer connected to a TV screen for group viewing.
Interactive Hands-On Session (Attendee participation, 20 minutes):
Attendees will have the opportunity to create their own mini-projects. Guided by students and the presenter, they will:
Generate 3D avatars, import and animate these avatars, and embed their projects into Book Creator to create an interactive digital book experience.
Repetitive Engagement:
Since audience members may change throughout the session, the presentation and demonstrations will be repeated as needed, allowing all attendees to interact with the tools and ask questions at their own pace.
1. The Impact of Book Creator on Digital Storytelling and Student Engagement:
Research Title: Enhancing Student Creativity and Engagement through Digital Storytelling: A Case Study of Book Creator
Key Findings: This study explores how Book Creator allows students to design multimedia digital books, combining text, images, videos, audio, and interactive elements. It emphasizes that Book Creator enhances student engagement, promotes creativity, and improves digital literacy skills, especially when used as a platform for student-centered projects.
Source: Rapp, D. Journal of Educational Multimedia and Hypermedia.
2. The Impact of AR and VR on Student Learning:
Research Title: Augmented Reality and Virtual Reality in Education: A Systematic Review of Research and Applications
Key Findings: This study explores how AR and VR technologies can enhance student engagement, motivation, and learning outcomes by creating immersive learning environments. The hands-on nature of AR/VR allows students to explore complex concepts in ways that would be impossible through traditional methods.
Source: Garzón, J., & Acevedo, J. Educational Technology & Society.
3. App Smashing in Digital Learning Environments:
Research Title: The Power of App Smashing: Enhancing Creativity and Learning through Tool Integration
Key Findings: App smashing, or the process of using multiple apps to create a cohesive final product, promotes creativity and problem-solving. In the classroom, it encourages students to think critically about how different tools can be combined to improve their digital projects.
Source: Uskov, V., Howlett, R., & Jain, L. Smart Education and Smart e-Learning.
4. Interactive Learning through MyWebAR and 3D Avatars:
Research Title: Interactive 3D Learning: Leveraging Avatars and Augmented Reality in Education
Key Findings: The use of 3D avatars and AR tools, such as MyWebAR, can transform learning into a more interactive, participatory experience. These tools promote engagement and allow for the practical application of knowledge in virtual settings.
Source: Merchant, Z., Goetz, E., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. Computers & Education.
5. The Use of Artificial Intelligence in Education:
Research Title: The Role of AI in Enhancing Teaching and Learning
Key Findings: AI tools can personalize the learning experience for students by offering adaptive content, automating tasks, and providing real-time feedback. This personalization can lead to better engagement and learning outcomes.
Source: Luckin, R., Holmes, W., Griffiths, M., & Forcier, L. B. Learning with Artificial Intelligence.