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Unlock Learning with AI Generated 360° Escape Rooms for the Classroom

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HBGCC - Innovation Arcade - Model Classroom 2

Interactive Session
ISTELive Content
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Session description

Experience and learn to create immersive, curriculum-based digital escape rooms using Skybox AI. This session covers generating custom 360° scenes with AI, editing them with Adobe Express, and embedding them into interactive tours. Engage your students with exciting, curriculum-aligned escape room experiences for the classroom.

Outline

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.

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Supporting research

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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Presenters

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Technology Teacher
Cox Intermediate School, Conroe ISD

Session specifications

Topic:

Emergent Technologies, AR, VR, and XR

TLP:

Yes

Grade level:

PK-12

Audience:

Curriculum Designer/Director, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

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

Subject area:

Interdisciplinary (STEM/STEAM), Technology Education

ISTE Standards:

For Education Leaders:
Empowering Leader
  • Inspire a culture of innovation, creative problem-solving, and collaboration that allows the time to explore and develop teaching practices using digital tools.
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Apply evidence-based instructional design principles to create innovative and equitable digital learning environments that support learning.

TLPs:

Connect learning to learner, Spark Curiosity
Related exhibitors:
Adobe