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Creating Virtual Reality Projects for Cross-Curricular Connections

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Session description

This session will explain and show how students will build virtual reality environments to allow students to display their content knowledge from various subject areas. All steps of the lesson planning will be presented to allow attendees to utilize these lessons in their classrooms.

Outline

I will begin the session by briefly introducing myself and my background.
The core of my session will be about the process of teaching students to build virtual reality environments to display content learned in different subject areas. Multiple examples of different lessons will be shown and shared with the audience. As I present, I will encourage questions as I go to clear up any confusion that may arise.
I will also show attendees how to log in and use the virtual reality tools. I will encourage them to create accounts on the spot and practice their newly learned skills while I guide them in the process.
The session will end with an additional question and answer opportunity and dispersal of my contact information to encourage attendees to reach out if they need any additional help as they implement the information from this session.

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Supporting research

Berns, Anke & Valero Franco, C. & Reyes-Sánchez, Salvador. (2023). Exploring the possibilities of CoSpaces to create Virtual Reality environments for foreign language learning. 1. 54-71.

Khattib, Halimeh & Alt, Dorit. (2024). A quasi-experimental study on the advantages of digital gamification using CoSpaces Edu application in science education. Education and Information Technologies. 1-24. 10.1007/s10639-024-12635-w.

CoSpaces Edu Offers Powerful Mixed Reality Platform for the Classroom | Tech Review
by Addie Matteson, Dec 20, 2018, https://www.schoollibraryjournal.com/story/cospaces-edu-offers-powerful-mixed-reality-platform-for-classroom-tech-review

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Presenters

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K-6 Technology & Innovation Teacher
Crosby-Ironton Schools

Session specifications

Topic:

Emergent Technologies, AR, VR, and XR

TLP:

No

Grade level:

3-5

Audience:

Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Participant accounts, software and other materials:

cospaces.io

Subject area:

Interdisciplinary (STEM/STEAM), Technology Education

ISTE Standards:

For Students:
Computational Thinker
  • Understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
Creative Communicator
  • Choose the appropriate platforms and digital tools for meeting the desired objectives of their creation or communication.
  • Use digital tools to visually communicate complex ideas to others.