Transforming Learning Through VR and AR: Engaging, Immersive, and Innovative Classroom Experiences
,
HBGCC - Innovation Arcade - Model Classroom 2
Session description
Outline
Outline:
1. Introduction and Session Overview (10 minutes)
Content:
Brief introduction to the session’s goals and an overview of VR/AR technologies in education. Highlight research on the benefits of immersive learning based on the learning sciences.
Engagement:
Use an interactive poll (via a device-based tool like Mentimeter) to gauge participants' current knowledge and experiences with VR/AR. This will encourage early engagement and help tailor the rest of the session based on audience familiarity.
Process:
Participants respond to poll questions on their devices, then results are discussed briefly.
2. Research and Practical Applications of VR/AR (15 minutes)
Content:
Present key research on the cognitive benefits of VR and AR, including how these tools enhance engagement, retention, and problem-solving. Share real-life case studies from various subject areas like geography, science, and communication.
Engagement:
Showcase brief video clips of student projects using VR/AR to illustrate real-world applications. The audience will interact through a "Think-Pair-Share" activity, discussing how these examples could fit into their own teaching contexts.
Process:
Small groups or pairs will discuss for 3 minutes and share key ideas with the room.
3. Hands-on Exploration of VR/AR Tools (20 minutes)
Content:
Walkthrough of how to integrate VR/AR into curriculum design and instruction. Introduce participants to a few VR/AR tools that are versatile across subjects, with a focus on their functionality and ease of use. Highlight differentiated learning and how to personalize these tools to meet diverse student needs.
Engagement:
Device-based activity where participants explore one or two VR/AR platforms in small groups, using demo devices (headsets, smartphones, etc.). They will collaborate to brainstorm lesson plans or learning activities relevant to their classroom.
Process:
Participants rotate through different stations (or groups), each featuring a different VR/AR tool or application, with time to experiment and ask questions.
4. Overcoming Challenges and Implementation Strategies (10 minutes)
Content:
Discuss common challenges educators face when implementing VR/AR, such as budget constraints, access to technology, or teacher training needs. Share strategies and solutions, including affordable alternatives and tips for making the most of limited resources.
Engagement:
Open Q&A to allow participants to raise specific challenges they face. The group will crowdsource ideas and solutions, encouraging peer-to-peer interaction and collaboration.
Process:
Audience members can submit questions using their devices or raise them directly. Participants will share suggestions or experiences in overcoming these challenges.
5. Wrap-Up and Actionable Takeaways (5 minutes)
Content:
Summarize key takeaways from the session, focusing on next steps participants can implement immediately in their classrooms. Share assessment strategies for measuring the impact of VR/AR on student learning.
Engagement:
Final interactive poll asking participants to commit to one specific action they will take to integrate immersive learning into their practice.
Process:
Participants submit their commitments via poll, and a few are read aloud to inspire the group.
Engagement Strategies:
Interactive polls and Q&A via devices to foster audience participation and personalize content.
Peer-to-peer discussions to encourage collaboration and exchange of ideas.
Hands-on exploration of VR/AR tools to give participants practical, tangible experiences.
Supporting research
“Virtual and Augmented Reality in Education: A Review of the Literature”
ResearchGate
This study provides an extensive review of the use of VR and AR in educational settings, showing that these technologies can enhance learning outcomes by creating immersive, interactive environments that support deeper understanding.
“How Virtual Reality Can Help Train the Workforce of Tomorrow”
Harvard Business Review, 2020
This article discusses the growing use of VR for training purposes and how immersive environments improve retention and skills development, supporting its use for practical and cognitive learning in schools.
“The Learning Sciences and How It Can Inform Teaching”
National Academies of Sciences, Engineering, and Medicine
A comprehensive resource on the learning sciences, emphasizing how research-backed technologies like VR/AR can foster engagement, motivation, and cognitive development.
“The Effectiveness of Augmented Reality in Education: A Meta-Analysis”
British Journal of Educational Technology, 2019
This meta-analysis synthesizes multiple studies on AR’s educational impact, concluding that AR significantly enhances student achievement, engagement, and retention across subjects.
“Immersive Learning: How VR and AR Transform the Classroom”
Educause Review, 2021
This article explores case studies of VR/AR in K-12 and higher education, outlining specific ways that these tools improve student learning, critical thinking, and collaboration.
Presenters

Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Participant accounts, software and other materials:
Subject area:
ISTE Standards:
Learner
- Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.