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Enhancing Student Engagement & Inclusivity with AR & VR for Students with Intellectual Disabilities

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HBGCC - Posters, Table 2

Poster
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Session description

During this session, the audience and participants will learn about strategies, tools, and techniques to incorporate Augmented and Virtual Reality into the learning experiences of students with intellectual disabilities or neurodiverse students. An explanation of the Reality-Virtuality Continuum & AR and VR tools and platforms that can be used.

Outline

Over the course of the hour long presentation, participants will learn the basics of how augmented and virtual reality works, the terms and definitions, the themes and opportunities of integrating these technologies into classrooms, and the learning how they can help students with intellectual disabilities or the neurodiverse student in learning life and occupational skills.

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Supporting research

This presentation is the beginning of the culmination of my doctoral research in studying the impact of augmented and virtual reality on students with intellectual disabilities in learning life and occupational skills. After a thorough review of the existing literature, it has been discovered that there are very few research studies that have been written about these immersive technologies for this population of students. While this area of research is expanding every day with the constant invention of new applications in this field, studies into the effectiveness of using these technologies to improve or acquire life and vocational skills for students with intellectual disabilities are only recently being written, and further research on their impact needs to be completed.

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Presenters

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Chief Technology Officer
Niles Township School District 219
Graduate student

Session specifications

Topic:

Emergent Technologies, AR, VR, and XR

TLP:

Yes

Grade level:

6-12

Audience:

Curriculum Designer/Director, School Level Leadership, Teacher Development

Attendee devices:

Devices useful

Attendee device specification:

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

Participant accounts, software and other materials:

Several platforms and Apps will be discussed that enable both Augmented Reality and Virtual Reality to work.

Subject area:

Special Education, Vocational

ISTE Standards:

For Coaches:
Learning Designer
  • Collaborate with educators to design accessible and active digital learning environments that accommodate learner variability.
For Education Leaders:
Equity and Citizenship Advocate
  • Ensure all students learn from educators who are skilled in using technology to create authentic and engaging learning experiences.
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.

TLPs:

Connect learning to learner, Develop Expertise
Related exhibitors:
ClassVR,
Merge,
zSpace, Inc.,
Thinkverse