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2022_06_30 «New Roles of Teachers and Students in Future Scenarios: Engaging Parents and Community»

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2022_06_30 «New Roles of Teachers and Students in Future Scenarios: Engaging Parents and Community»

  1. 1. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 New Roles of Teachers & Students in Future Learning Scenarios: XR to Engage Parents & Community by Paula MacDowell «Education 4.0» June 30th and July 1st, 2022 12th eMadrid Workshop. Education 4.0 June 30th and July 1st 2022
  2. 2. Session Overview 1) Meaningful integration of immersive learning in K-12 and higher education contexts. 2) Case study: Teachers designing immersive learning experiences for sustainability education. 3) Case study: Students designing immersive learning environments for eco-justice education. 4) Recommendations for the future of immersive learning: Designing for possibilities and community engagement. 5) Audience questions and engagement. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 New Roles of Teachers & Students in Future Learning Scenarios: XR to Engage Parents & Community
  3. 3. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022  The hype and excitement we’re hearing about the Metaverse is unprecedented in education (or MetaEducation).  With potential to generate $5 trillion in value by 2030, the Metaverse is too significant for educators to ignore (McKinsey & Company, 2022).  What are new roles for teachers and students as creative designers, storytellers, and worldbuilders in the Metaverse?  How do we engage parents and community members in immersive education?  “There are new possibilities for achieving enviable levels of learner engagement and connecting students to some of the most meaningful goals educators collectively seek” (Richter, 2022). 2030 Scenarios: Meaningful Integration of Immersive Learning in K-12 and Higher Education
  4. 4. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Case Study: Teachers Designing Immersive Learning Experiences for Sustainability Education  VR course for teachers: Designing immersive experiences for K- 12 learning environments.  Focus: Designing for pro-social and environmental change, with an ethical foundation that benefits the lives of all people and the planet.  Question : How can immersive learning experiences can mitigate the ongoing challenges of environmental and sustainability education (ESE) in teacher education and school systems?  Contribution: Teachers developed skills in designing immersive learning experiences using instructional design principles.
  5. 5. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Case Study: Teachers Designing Immersive Learning Experiences for Sustainability Education Empoweringteacherswith immersive toolsandthe knowledgeof howandwhyto use them. The worldis changing,andwe need to changetoo. Technologyand innovationarereshapingsociety andthe futureof howwelearn.
  6. 6. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Case Study: Teachers Designing Immersive Learning Experiences for Sustainability Education From Pedagogical Innovation to Evidenced-Based Practice  The VR course promoted the teachers’ pedagogical content knowledge to enhance learning with immersive experiences designed specifically for their students.
  7. 7. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Case Study: Students Designing Immersive Learning Environments for Eco-Justice Education
  8. 8. Case Study: Students Designing Immersive Learning Environments for Eco-Justice Education RESEARCH PROBLEM Integrating sustainability is highly complex in classroom settings, such that students understand the connections between their actions and the consequences on the environment. RESEARCH SETTING 26 youth co-researchers were invited to the University of Saskatchewan for a 2-day VR workshop. They used the Meta Quest to explore virtual worlds and FrameVR to create a gallery. RESEARCH METHODS Qualitative techniques were used for data collection and synthesis, including surveys, pair interviews (iPads), artifact analysis, and group discussion. RESEARCH CONTRIBUTION The study offers research evidence on how youth mobilize action on sustainability by learning and creating in immersive virtual reality.
  9. 9. You are welcome! http://framevr.io/ecojustice
  10. 10. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Research Question 1: What would you tell a friend or family member about learning in VR? It will make you look at learning in a completely different way. Other teachers need to try it. You can use your hands and eyes for learning instead of just writing stuff down. In our FrameVR project, it's really cool cuz you get to look around and see what everyone's perspective on deforestation is. I would tell them about the creativity that happened there because there's so many different forms of media that we chose to represent. In VR, you can express yourself in ways in which you can’t in real life.
  11. 11. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Research Question 2: What was your favourite experience with VR for learning?  “… when I got to connect with my friends through VR and we were able to share our learning experiences together”  “… just looking out different worlds and seeing how our world is connected through it. “  “Painting with Multibrush changed the way I experienced art, mostly because I could create whatever I want in 3D. “  “I loved getting to create art that was 3D and being able to collaborate with my classmates. I would recommend this experience to other classes.”  “When we dove into the ocean. I was able to see how our waste effects the fish and marine life.”  “I enjoyed going on the field trips to the ocean as well as the forest where we were really small. It was really cool going to these places because in real life we would not be able to.”  “…making my avatars”
  12. 12. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Research Question 3: What was your least favourite experience with VR for learning?  “It was logging into the WiFi lol, actually nothing.”  “After a while I got really dizzy but it was great other than that.”  “My least favourite part was that after a while it kind of hurt my eyes and I started feeling a bit uneasy."
  13. 13. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Research Question 4: What are some benefits and drawbacks of communicating in VR?  "VR really helps you practice empathy and like the act of like standing in someone else's shoes. Just the art of talking doesn't really cut it most of the time because a lot of people there's a saying like 'I'll believe it when I see it'. And when you see it and you're actively in that world that can really help change your perspective."
  14. 14. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Research Question 5: Were there any moments in the VR learning that challenged you?  "Moments that challenged me were actually seeing how much garbage there was in the ocean, and actually seeing how people are affected by like the flooding of houses or like the flooding of the community, and actually being there and seeing how much it is affecting people in the environment."
  15. 15. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Research Question 6: How have you improved because of your collaborations in VR ?  "VR makes you relate to sustainability issues. Like it's hard to empathize with situations that are so far away, like across the world, but when you're in VR you feel like you're really there. So, it's easy to connect with the issues. VR would definitely help citizens become aware and empathize with other people."
  16. 16. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 2019 Research: Oculus Go 2019 Study: Immersive Virtual Reality as a Change Agent in Language Learning
  17. 17. Which is education? Which is technology?
  18. 18. #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022 Recommendations for Future Learning Scenarios  Focus on the learning. XR tools should be selected with pedagogy, student experiences, and learning outcomes as the priority.​  Redefine engagement. Empower students as partners to elevate collaboration and engagement with the whole school community.  Inclusion matters. Explore artful, accessible, and affordable integration of XR.  Teachers matter. Without empowering and supporting teachers, immersive education in the classroom is likely to fail.  Value critical perspectives. Thinking critically about immersive learning (not typically primary source material) is an essential skill that must be taught.  Try creative assessment. World building (aka best assignment ever).
  19. 19. “12th eMadrid workshop” «Education 4.0» June 30th and July 1st, 2022 MetaEducation is a source and reason for hope, inspiration, and change. What role will you play? #12eMadridMetaEduca #VRARAEduCom «Education 4.0» June 30th and July 1st, 2022

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