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Practical Pedagogy: VR/AR
in the K-12 Classroom
WHO AM I?
WHO ARE YOU?
What do you want to get out of the next 45 minutes?
My Path to VR Evangelist ...
● Student Centered Learning
● The Creative Classroom
● Media as text for literacy development
● Informal Learning
● Arts Integration
● STEAM
● The headset AHA!
Start with the Basics..
The Newe$t Way to Engage in Expeditions
https://solutions.lenovo.com/vertical-solutions/k-12-education/vr-classroom/
Augmented Reality in the Classroom
AR Benefits and Accessibilty:
● Communal Experience
● 1 to Many
● No Headsets Required
● Available Now
Basics for teachers using Expeditions:
Streamlining system for distribution (class-wide)
Real world tech support (charging, heat, basic functions)
Creating rules around use of tech (hint, let kids write the rules)
Benefits of station-based activity vs. whole class experience
Curricular ties and meaningful engagement
What’s next?
● Online VR Modules for Science Labs
● Workforce Development/Vocational Training
● Custom VR Experiences
● Custom AR Experiences
● Student-led VR/AR creation
Crosswater Digital Media: What We Do and
Where We are Going:
● Professional 360 Video and Spacial Audio
● AR App Creation
● Unity and Unreal Development
● Built-in HIPPA Compliant Assessment/Data Collection
● Distribution System and Online Marketplace
● NYS Certified Educator on Staff to Facilitate Curriculum Integration
WWW.CROSSWATER.NET
Practical Pedagogy: A Realistic Take on Maximizing VR in the Classroom

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Practical Pedagogy: A Realistic Take on Maximizing VR in the Classroom

  • 1. Practical Pedagogy: VR/AR in the K-12 Classroom
  • 2. WHO AM I? WHO ARE YOU? What do you want to get out of the next 45 minutes?
  • 3. My Path to VR Evangelist ... ● Student Centered Learning ● The Creative Classroom ● Media as text for literacy development ● Informal Learning ● Arts Integration ● STEAM ● The headset AHA!
  • 4. Start with the Basics..
  • 5. The Newe$t Way to Engage in Expeditions https://solutions.lenovo.com/vertical-solutions/k-12-education/vr-classroom/
  • 6. Augmented Reality in the Classroom
  • 7. AR Benefits and Accessibilty: ● Communal Experience ● 1 to Many ● No Headsets Required ● Available Now
  • 8. Basics for teachers using Expeditions: Streamlining system for distribution (class-wide) Real world tech support (charging, heat, basic functions) Creating rules around use of tech (hint, let kids write the rules) Benefits of station-based activity vs. whole class experience Curricular ties and meaningful engagement
  • 9. What’s next? ● Online VR Modules for Science Labs ● Workforce Development/Vocational Training ● Custom VR Experiences ● Custom AR Experiences ● Student-led VR/AR creation
  • 10. Crosswater Digital Media: What We Do and Where We are Going: ● Professional 360 Video and Spacial Audio ● AR App Creation ● Unity and Unreal Development ● Built-in HIPPA Compliant Assessment/Data Collection ● Distribution System and Online Marketplace ● NYS Certified Educator on Staff to Facilitate Curriculum Integration WWW.CROSSWATER.NET

Editor's Notes

  1. Virtual Reality has the ability to create access and equity in ways traditional media cannot. Over the next 45 minutes, we are going to explore how to make that happen with limited, time and money.
  2. Start with the basics. Google Cardboard is the cheapest method. Here is a teacher leading students through google expeiditons: What might be wrong in this picture?