Event Information
10 minutes – Explore the Escape Room
Content: Participants will experience a digital escape room created with Skybox AI, Thinglink, and Expeditions Pro.
Engagement: Hands-on interaction using either VR headsets or personal devices to explore the immersive learning environment.
15 minutes – Discuss Tools: Capabilities and Limitations
Content: Introduction to the tools (Skybox AI, Thinglink, Expeditions Pro, and Adobe Express) with a focus on their abilities to generate and modify 360° scenes, as well as potential challenges.
Engagement: Shared documents with summary of the information for participants to keep as reference with presenter led explanation of the tools
10 minutes – Activity Planning Process
Content: Discussion on how to plan for digital escape rooms while aligning activities with standards, considering place in the lesson cycle, and determining resources.
Engagement: Shared planning document and example with presenter led discussion of planning considerations
4. 15 minutes – Demo: AI Generation in Skybox AI, Thinglink, and Expeditions Pro
Content: Live demonstration of creating AI-generated 360° scenes in Skybox AI, modifying them in Adobe Express, and embedding them into an Thinglink and Expeditions Pro tour.
Engagement: Participants will follow along with the demo, trying out some of the tools on their own devices as guided by the presenter.
5. 10 minutes – Q&A
Content: Open question-and-answer session for participants to address any remaining uncertainties or delve deeper into specific tools and techniques.
Engagement: Audience-led questions and answers, with a focus on practical application and resolving challenges.
Gimbel, Erika. (2024, August 5). K–12 schools use mixed and virtual reality to immerse students in future careers. Technology Solutions That Drive Education. https://edtechmagazine.com/k12/article/2023/04/k-12-schools-use-mixed-and-virtual-reality-immerse-students-future-careers
Kavanagh, S., Luxton-Reilly, A., Wuensche, B. & Plimmer, B. (2017). A systematic review of Virtual Reality in education. Themes in Science and Technology Education, 10(2), 85-119. Retrieved June 8, 2022 from https://www.learntechlib.org/p/182115/.
Laine, Joakim & Korhonen, Tiina & Hakkarainen, Kai. (2023). Primary school students’ experiences of immersive virtual reality use in the classroom. Cogent Education. 10. 10.1080/2331186X.2023.2196896.
Lin XP, Li BB, Yao ZN, Yang Z, Zhang M. The impact of virtual reality on student engagement in the classroom-a critical review of the literature. Front Psychol. 2024 Apr 10;15:1360574. doi: 10.3389/fpsyg.2024.1360574. PMID: 38659670; PMCID: PMC11040080.
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