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Math Reimagined: Unleashing the Power of VR & AI to Transform Student Engagement

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HBGCC - Innovation Arcade - Connections Theater

Interactive Session
Blended Content
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Session description

Discover how Alabama is transforming math education with innovative VR and AI tools, offering personalized, engaging learning experiences. Supported by a USDOE grant, this initiative adapts to individual student needs, enhancing instruction and equity. Learn key lessons from statewide deployments and strategies for overcoming challenges in tech and teacher training.

Outline

1. Introduction and Session Overview (5 minutes)
Content: Brief introduction to the session, presenters, and overview of learning outcomes (VR + AI transforming math learning in Alabama and USDOE EIR grant impact).
Engagement: Start with a live poll using tools like Mentimeter to assess participants’ familiarity with AI and VR. Example questions: “Have you used VR in your classroom?” “How do you currently engage students with tech?”
Time: 5 minutes
Process: Poll results shared live, offering immediate insight into the audience's tech integration levels and preferences.
2. Alabama’s VR + AI Initiative: Background and Rationale (10 minutes)
Content:
Overview of the Alabama State Department of Education’s VR + AI initiative funded by a USDOE EIR grant.
Discussion on the role of VR and AI in enhancing math engagement and learning, with data on the program’s scope and research on student outcomes.
Engagement: Use video clips and images of students and teachers using VR in Alabama classrooms. Share the research behind the initiative.
Time: 10 minutes
Process: Show a short video of Alabama students and educators discussing their experience with VR and AI in math. Follow up with a brief Q&A session allowing participants to share initial thoughts on the potential of these technologies in their own settings.
3. Demonstrating VR and AI Tools in Math Education (15 minutes)
Content:
Live demonstration of key VR and AI tools used in math classrooms, including immersive VR math simulations and AI-powered “Study Buddies.”
Showcase free tools and resources available to schools for integrating these technologies.
Engagement: Participants will engage in a hands-on demo, using their devices to interact with a demo version of a VR tool or AI-powered math assistant.
Time: 15 minutes
Process: Use peer-to-peer discussions to reflect on how these tools could be applied in various educational contexts. After the demo, use polling software to gather participants’ thoughts on the most valuable aspects of the tools.
4. Hands-On Immersive Experiences with VR + AI Tools (20 minutes)
Content:
Participants will immerse themselves in a guided VR and AI learning experience. Using VR headsets or a mobile-friendly web platform, they will explore interactive math lessons, AI-enhanced tutoring, and immersive 3D environments.
Engagement:
Group interaction: Participants will use VR devices to experience the tools first-hand or follow along with mobile VR demos if headsets are unavailable.
After the experience, participants will share their insights through a group discussion on how immersive technologies impacted their understanding of complex math concepts.
Time: 20 minutes
Process: Small groups will reflect on their experiences with VR and AI. Facilitators will encourage peer-to-peer exchange by prompting participants to discuss the potential classroom applications of what they’ve just experienced. Feedback will be shared on a collaborative Padlet or live chat platform, allowing participants to view insights from other groups.
5. Addressing Implementation Challenges: Lessons Learned (7 minutes)
Content: Discussion of real-world challenges and solutions from the Alabama implementation, such as infrastructure, teacher readiness, and student access. Emphasis on professional development and support structures.
Engagement: Present a series of case studies and encourage participants to brainstorm solutions in small groups for addressing common barriers in their own schools or districts.
Time: 7 minutes
Process: Use Google Jamboard to capture ideas generated by the group. Participants will identify one challenge they anticipate and brainstorm solutions collectively.
6. Research on VR + AI’s Impact on Student Engagement and Achievement (5 minutes)
Content: Present data and research on the impact of VR and AI in math education, focusing on engagement and learning outcomes in Alabama schools.
Engagement: Use a live quiz (Kahoot or Slido) to test participants' knowledge of the key research findings. Display infographics and visuals to clarify data points.
Time: 5 minutes
Process: Participants engage in a quiz to reinforce learning, with prizes for correct answers to keep the energy high.
7. Q&A and Next Steps (8 minutes)
Content: Summary of key takeaways and final Q&A on the implementation of VR + AI in math education. Participants will leave with access to free tools and resources they can explore further.
Engagement: Use a backchannel tool (such as Slido) for participants to submit questions throughout the session. End with a call to action, encouraging participants to take the next steps in their own educational contexts.
Time: 8 minutes
Process: Open floor Q&A with real-time audience feedback, ensuring all questions are addressed before closing the session.

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Supporting research

Pane, J. F., Steiner, E. D., Baird, M. D., & Hamilton, L. S. (2015). Continued Progress: Promising Evidence on Personalized Learning. RAND Corporation. https://www.rand.org/pubs/research_reports/RR1365.html
Johnson-Glenberg, M. C. (2018). Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls. Frontiers in Robotics and AI. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7805662/
Checa, D., & Bustillo, A. (2020). A Review of Immersive Virtual Reality Serious Games to Enhance Learning and Training. Multimedia Tools and Applications.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8695959/
Delgado, A., Wardlow, L. et al (2015) Educational Technology: A Review of the Integration, Resources, and Effectiveness of Technology in K-12 Classrooms
https://www.researchgate.net/publication/310491597_Educational_Technology_A_Review_of_the_Integration_Resources_and_Effectiveness_of_Technology_in_K-12_Classrooms

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Presenters

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Director of K-12 Partnerships
Curio XR
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6-12 Mathematics Administrator
AMSTI-ALSDE

Session specifications

Topic:

Emergent Technologies, AR, VR, and XR

TLP:

Yes

Grade level:

6-12

Audience:

District Level Leadership, School Level Leadership

Attendee devices:

Devices useful

Attendee device specification:

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

Participant accounts, software and other materials:

Participants can bring a Meta Quest headset with Curio app download onto it if they like but it is not required for participation.

Subject area:

Interdisciplinary (STEM/STEAM), Mathematics

ISTE Standards:

For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
For Students:
Empowered Learner
  • Build networks and customize their learning environments in ways that support the learning process.

TLPs:

Spark Curiosity, Prioritize authentic experiences

Disclosure:

The submitter of this session has been supported by a company whose product is being included in the session

Influencer Disclosure:

This session includes a presenter that indicated a “material connection” to a brand that includes a personal, family or employment relationship, or a financial relationship. See individual speaker menu for disclosure information.