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Expeditions and Beyond:
Virtual Reality in Elementary
Education
Marc Pacampara and Anna Cechony
Who We Are
Anna Cechony Marc Pacampara
Educational research organization based in Seattle, we’re pretty non-traditional
in a traditional field
Our focus is on student/teacher creativity and expanding the ways people think
about learning
We try to do as many good things as we can that directly benefit kids
Outline
● Our work in VR
● Creating an atmosphere for VR
● Experiences out there for elementary
classes
● What do students and teachers think?
Our Work in VR
Applied VR in the Schools
Has been running for 3+ years in
elementary, middle & high schools
-- A focus on how VR is actually
integrated into real classrooms
-- Emphasize different aspects of VR
usage each year
Experimental VR
Research questions are often derived
from our applied work
-- Last year we focused on perceived
role and narrative in 360 video
-- This year we are looking at the
impact of audio on immersion
The importance of our work
In the last few years, virtual reality has grown to become one of the main
advanced, emerging technologies on the market.
VR in educational settings continues to gain interest.
We wanted to study how teachers and students interact with the technology in
their classroom, more specifically in elementary schools.
Giving teachers and students autonomy to work with VR how they so choose.
Evolution of our Elementary Study
● Pilot Study, “Does VR create value in
the classroom?”
● Relative value and interest in VR
through different subjects
● Due to hardware restrictions,
elementary students inherently
experienced VR differently than
middle and high school students.
Designing the
studyRecruitment
Demographics
Diversity of access to technology
50% of
schools in
the study
had 1:1
ipad:student
ratios
75% of schools in
the study had 1:1
chromebook:stude
nt ratios
100% of schools in our study
used other advanced
technologies such as robotics in
their classrooms
Methods
● Research approved by an internal Institutional Review Board
● Participants recruited from 4 schools
● Students completed two surveys
○ Likert scaled responses
○ Open-ended responses
● Teachers completed three interviews: pre/mid/post
● Demographic variables were used to describe the sample of participants
● All students had to meet the age requirements of the VR manufacturers
Creating an Atmosphere for VR
In the Classroom
Consider other
technology usage
in the classroom
How is technology
presented to
students?
In the school
Addressing
infrastructural challenges
(Network & Electrical
capabilities)
Teacher support from
Admin, IT, and other
educators.
Experiences out there for Elementary
Classes
Virtual reality is the ‘ultimate empathy machine.’ These
experiences are more than documentaries, they’re
opportunities to walk a mile in someone else’s shoes.
-Chris Milk
People and Places
People and Places
360 Video
Google Expeditions
What an educator sees when leading a class through Google Expedition to
Rome
CoSpaces
“The students in cospaces have seen
VR in a very different way because
they were contributors, when they
used to be passive recipients. It’s a
whole new mode of giving the content,
and they are excited”
- Elementary Teacher
Merge Cube
Students are able to use their phones and
interact with object IRL, more specifically the
Merge Cube.
Merge Cube acts as a hands on avatar for
what is being displayed digitally on the phone.
ThingLink
Students can use their
own image or images
found online and add
information like text,
videos, audio and
other images to
enhance them. They
can then be viewed on
a flat screen or using
VR.
What Do Students and Teachers
Think?
Overall Value of VR in Elementary Education
Value of VR in Elementary Education
Students using VR
VR allows students to hone in on what
they’re learning:
“No distraction when you’re using the VR, because you
can't see anyone else so you will be focused on what
YOU are doing”
VR lends itself well to multiple
interests:
“I would use VR by learning and making more stories. It would also
be fun to play around a bit too.”
Teachers using VR
“I think it's a tool that completely engages them and immerses them into what
they're learning.”
“A big challenge was the lack of apps tied to state or national standard.”
“ It can be a vehicle for problem solving because it doesn't always work. What are
steps to get [VR] working, students teaching other students, showing the next
person how to handle it, showing and following, guiding one another.”
Concluding Thoughts
Creating an technology inclined atmosphere for students to experience different
devices helps them understand the importance using VR beyond the excitement
and hype.
Interactivity with VR content promotes engagement with curriculum. This can be
within the experiences or paired with external activities.
Student and teacher support is important. When they feel supported, they can
think more critically of how VR can bring value to their classroom.
Next Steps
Creating
professional
development
community for
elementary
educators using VR
Contact us
Follow us on:
LinkedIn
Instagram
Facebook
Twitter
www.foundry10.org
To Expeditions and Beyond: Virtual Reality in Elementary Education

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To Expeditions and Beyond: Virtual Reality in Elementary Education

  • 1. Expeditions and Beyond: Virtual Reality in Elementary Education Marc Pacampara and Anna Cechony
  • 2. Who We Are Anna Cechony Marc Pacampara
  • 3. Educational research organization based in Seattle, we’re pretty non-traditional in a traditional field Our focus is on student/teacher creativity and expanding the ways people think about learning We try to do as many good things as we can that directly benefit kids
  • 4. Outline ● Our work in VR ● Creating an atmosphere for VR ● Experiences out there for elementary classes ● What do students and teachers think?
  • 5. Our Work in VR Applied VR in the Schools Has been running for 3+ years in elementary, middle & high schools -- A focus on how VR is actually integrated into real classrooms -- Emphasize different aspects of VR usage each year Experimental VR Research questions are often derived from our applied work -- Last year we focused on perceived role and narrative in 360 video -- This year we are looking at the impact of audio on immersion
  • 6. The importance of our work In the last few years, virtual reality has grown to become one of the main advanced, emerging technologies on the market. VR in educational settings continues to gain interest. We wanted to study how teachers and students interact with the technology in their classroom, more specifically in elementary schools. Giving teachers and students autonomy to work with VR how they so choose.
  • 7. Evolution of our Elementary Study ● Pilot Study, “Does VR create value in the classroom?” ● Relative value and interest in VR through different subjects ● Due to hardware restrictions, elementary students inherently experienced VR differently than middle and high school students.
  • 8. Designing the studyRecruitment Demographics Diversity of access to technology 50% of schools in the study had 1:1 ipad:student ratios 75% of schools in the study had 1:1 chromebook:stude nt ratios 100% of schools in our study used other advanced technologies such as robotics in their classrooms
  • 9. Methods ● Research approved by an internal Institutional Review Board ● Participants recruited from 4 schools ● Students completed two surveys ○ Likert scaled responses ○ Open-ended responses ● Teachers completed three interviews: pre/mid/post ● Demographic variables were used to describe the sample of participants ● All students had to meet the age requirements of the VR manufacturers
  • 11. In the Classroom Consider other technology usage in the classroom How is technology presented to students?
  • 12. In the school Addressing infrastructural challenges (Network & Electrical capabilities) Teacher support from Admin, IT, and other educators.
  • 13. Experiences out there for Elementary Classes
  • 14. Virtual reality is the ‘ultimate empathy machine.’ These experiences are more than documentaries, they’re opportunities to walk a mile in someone else’s shoes. -Chris Milk
  • 18. Google Expeditions What an educator sees when leading a class through Google Expedition to Rome
  • 19. CoSpaces “The students in cospaces have seen VR in a very different way because they were contributors, when they used to be passive recipients. It’s a whole new mode of giving the content, and they are excited” - Elementary Teacher
  • 20. Merge Cube Students are able to use their phones and interact with object IRL, more specifically the Merge Cube. Merge Cube acts as a hands on avatar for what is being displayed digitally on the phone.
  • 21. ThingLink Students can use their own image or images found online and add information like text, videos, audio and other images to enhance them. They can then be viewed on a flat screen or using VR.
  • 22. What Do Students and Teachers Think?
  • 23. Overall Value of VR in Elementary Education
  • 24. Value of VR in Elementary Education
  • 25. Students using VR VR allows students to hone in on what they’re learning: “No distraction when you’re using the VR, because you can't see anyone else so you will be focused on what YOU are doing” VR lends itself well to multiple interests: “I would use VR by learning and making more stories. It would also be fun to play around a bit too.”
  • 26. Teachers using VR “I think it's a tool that completely engages them and immerses them into what they're learning.” “A big challenge was the lack of apps tied to state or national standard.” “ It can be a vehicle for problem solving because it doesn't always work. What are steps to get [VR] working, students teaching other students, showing the next person how to handle it, showing and following, guiding one another.”
  • 27. Concluding Thoughts Creating an technology inclined atmosphere for students to experience different devices helps them understand the importance using VR beyond the excitement and hype. Interactivity with VR content promotes engagement with curriculum. This can be within the experiences or paired with external activities. Student and teacher support is important. When they feel supported, they can think more critically of how VR can bring value to their classroom.
  • 29. Contact us Follow us on: LinkedIn Instagram Facebook Twitter www.foundry10.org

Editor's Notes

  1. Marc
  2. both
  3. marc
  4. Anna - applied vr emphasis exploratory. applied: practical findings for other educators. Gives teachers a voice for their work. Experimental: more controlled environment.
  5. Marc
  6. marc
  7. Both. Recruitment is based on approaching teachers
  8. anna
  9. Marc: Beyond content, what systems need to be in place to make VR successful in the elementary classroom?
  10. Anna: Teachers used other devices, encouraging asking questions about advanced tech for their creative pursuits
  11. Marc: Wifi challenges, electrical challenges, admin/district disconnect with teacher support.
  12. Marc transition
  13. Marc
  14. Anna: misconceptions of empathy and VR “I think it is more harder to understand people better in different ways in VR because you can still see the persons face and emotions by it’s body but it hard to understand people’s feelings without the people talking.”
  15. add slide on clouds over sidra, charity water.
  16. Anna: Doesn’t allow agency for creation. Able to see lots of environments, great tool in you’re a technology specialist, gives students more of an understanding. Downside, you can’t create in google expedition. Quick drop off of interest. Using other mediums not necessarily VR related.
  17. Marc: using other advanced tech, google cloud software used to share with parents.
  18. Marc
  19. anna
  20. Anna: our research is important is that we meet these students. Get honest answers because they get to talk to the people designing the research. They are honest.
  21. anna
  22. Marc: Student quotes and examples
  23. Marc: Teacher quote, challenges they’ve seen.
  24. Marc
  25. Anna
  26. Marc