Session Number W4-14

W4-14
2018 Session
Virtual Worlds in Education: Benefits, Challenges, & Opportunities
Palo Peirce, Director, Eduporium, and Anna Orientale, EdTech Specialist, Eduporium
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Level: Beginner
Grades: Pre-K, K-5, 6-8
What exactly is virtual reality? It's thought of as a tool that's able to enrich education, create all-new hands-on experiences, and send students to alternate realities. Sometimes, it gets so real that we're unable to distinguish between our own reality, an augmented reality, and a virtual reality. The immersion and opportunities that VR provide play a big role in motivating students to explore new ideas. In order to use VR educationally, however, we must first combat visual stress and cognitive overload while finding a way to increase the depth of learning, allowing kids to create content " not just consume it. How can teachers and students use VR constructively " without turning kids into guinea pigs? Dive deeper into the pros and cons of virtual reality and how its potential for tech-based design unlocks new avenues for creativity as students experience supplemental opportunities while learning the skills to design their own reality. Strapping on a headset for 360-degree involvement, you'll learn how to bring experiences to life and life to learning experiences as well as how VR fits into the classroom or library. Going beyond the everyday and unlocking adventure-based learning with first-hand tours, excursions, demonstrations, and simulations, students will build in-demand skills like design, programming, and technical engineering all while experiencing the power of this unique medium.