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Walk Into Learning: Build and Explore in VR with Zoe

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HBGCC - Innovation Arcade - Exploration Lab A

Exploration Lab
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Session description

Discover how students use Zoe to create immersive 3D experiences across subjects, and how educators can easily deliver standards aligned lessons. Learn best practices for managing devices, training staff, and implementing VR at scale. Ideal for teachers, tech coaches, and school leaders bringing immersive learning to their schools.

Outline

Presentation Outline (90 minutes total)
1. Introduction & Objectives (10 min)

Welcome, presenter backgrounds, and session goals

Quick audience poll and pair-and-share to surface experience with VR

2. Project Showcase (15 min)

Examples of immersive content across K–12 subjects

Discussion of outcomes, inclusion, and curriculum connections

3. Hands-On with Zoe (30 min)

Guided activity: explore, modify, or build a simple interactive scene

Peer-to-peer collaboration and a short creation challenge

4. Implementation Strategies (20 min)

Best practices for device management, teacher training, and lesson delivery

Leadership tips for school/district-level adoption

5. Wrap-Up & Q&A (15 min)

Share ready-to-use resources and lesson templates

Final reflection and open Q&A

Engagement Tactics Throughout:

Peer interaction, device-based creation, live demos, reflection prompts, and group discussion.

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Supporting research

Research & Reports on Immersive Learning in Education
FETC – Making the Unbelievable a Reality: How Immersive Learning is Reigniting Education
This article outlines how immersive learning boosts engagement, improves retention, and supports equitable learning.
https://www.fetc.org/road-to-fetc-enhancing-the-student-experience/making-unbelievable-reality-immersive-learning-reigniting-education

American University – Virtual Reality in Education: Benefits, Tools, and Resources
Offers a broad overview of the educational value of VR, including deeper engagement and improved outcomes.
https://soeonline.american.edu/blog/benefits-of-virtual-reality-in-education

ScienceDirect – Immersive VR for K-12 Experiential Education
This study explores the cognitive and emotional benefits of immersive VR for younger learners.
https://www.sciencedirect.com/science/article/pii/S2949678024000187

ITIF – The Promise of Immersive Learning: Augmented and Virtual Reality's Potential
A policy-focused report on how immersive technologies can transform learning and increase access.
https://itif.org/publications/2021/08/30/promise-immersive-learning-augmented-and-virtual-reality-potential

Case Studies on Student-Created VR Projects
Zoe Immersive – Beyond Worksheets: How Zoe Empowers Student-Led Problem-Solving
A look at how students use Zoe to build immersive simulations that demonstrate learning across subjects.
https://zoeimmersive.com/stories

Zoe Immersive – How West Allis-West Milwaukee School District Brings Immersive Technologies to Students in Poverty
This article shares a real-world implementation story across multiple schools and subjects.
https://zoeimmersive.com/how-west-allis-west-milwaukee-school-district-brings-immersive-technologies-to-students-in-poverty

Best Practices for Implementation
NEA – Using Virtual Reality to Support Social and Emotional Learning
Discusses the use of VR to enhance empathy, reduce bias, and support neurodiverse learners.
https://www.nea.org/professional-excellence/student-engagement/tools-tips/using-virtual-reality-support-social-and-emotional-learning

Polygence – Why AR & VR are Beneficial in Education
Covers how immersive tools enhance personalized and inclusive learning environments.
https://www.polygence.org/blog/benefits-ar-vr-education

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Presenters

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Design Teacher
Zoe Immersive
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CEO
Zoe Immersive

Session specifications

Topic:

Emergent Technologies, AR, VR, and XR

Grade level:

6-12

Audience:

District Level Leadership, School Level Leadership, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Laptop: Mac, PC

Participant accounts, software and other materials:

Attendees should create a free Zoe account before the session: dashboard.zoeimmersive.com

Subject area:

Computer Science, Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
For Students:
Empowered Learner
  • Understand fundamental concepts of how technology works, demonstrate the ability to choose and use current technologies effectively, and are adept at thoughtfully exploring emerging technologies.
Computational Thinker
  • Understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.

TLPs:

Develop Expertise, Ignite Agency

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.