Building Immersive Simulations for Research, Healthcare, Engineering & CS in Higher Ed
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HBGCC - Innovation Arcade - Exploration Lab A
Session description
Outline
Outline (90 minutes total):
Introduction (10 min): goals, audience background, disciplines represented.
Use Cases (15 min): Faculty and student examples across healthcare, engineering, CS, and research.
Hands-On Activity (30 min): Guided creation using Zoe’s no-code tools; optional Unity demo.
Distribution & Analytics (15 min): Publishing projects and engagement data.
Implementation & Q&A (20 min): Adoption strategies, faculty onboarding, and open discussion.
Supporting research
Supporting Research & Documentation
ITIF – The Promise of Immersive Learning
https://itif.org/publications/2021/08/30/promise-immersive-learning-augmented-and-virtual-reality-potential
Evidence Search for XR by Georgian College: https://docs.google.com/document/d/1_7jCXE4aY3NEwB-Sw3yKywCEX79z3xCF9OG47WLOBR4/edit?usp=sharing
American University – Virtual Reality in Education
https://soeonline.american.edu/blog/benefits-of-virtual-reality-in-education
ScienceDirect – Immersive VR for Experiential Education
https://www.sciencedirect.com/science/article/pii/S2949678024000187
Zoe Immersive Case Studies
https://zoeimmersive.com/stories
Presenters
Session specifications
Topic:
Grade level:
Audience:
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Attendee device specification:
Participant accounts, software and other materials:
Subject area:
ISTE Standards:
Designer
- Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.
Innovative Designer
- Develop, test and refine prototypes as part of a cyclical design process.
- Break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
Trips and Tours
