Friday, April 2
1:45 PM-3:45 PM
EDT
Workshop C

School Vs. Fortnite: The Emergence of 3D Learning

Workshop (Live Presentation) ID: 58744
  1. aaa
    Wylmarie Sykes
    Operation Safe Child
  2. Brett Reid
    Sunrise Virtual Reality

One of the biggest issues teachers face today is student engagement. In today’s digital world, finding new ways to engage tech-savvy students is ever more difficult. When cell phones and games consoles are highly advanced and hugely popular, engagement with technology in the classroom can be difficult. We can all agree that the technology deployed in schools is less engaging than the technology kids use at home. 3D-based Virtual Learning is an effort to make learning more effective, relevant, and engaging to today’s 3D videogame-saturated kids. In a trial effort, the largest ever use of 3D learning occurred from 2017-2020, and involved 1.7 million users in 27 countries, across 150 programs in 6 subject areas. The goal was to test 3D learning technology and ideas with users on Chrome/Android platforms, with the goal of informing and initiating the era of school-based learning in 3D. The potential of 3D-based Virtual Learning in education is limitless. It literally opens up new realms in education, where the abstract becomes real and students walk through magnetic fields, fly over countries, and cross underground magma chambers to understand plate tectonics. 3D and VR learning has been typically confined to expensive VR headsets and clinical operating environments. How do educators now take advantage of students’ newfound abilities to explore the inside of a human cell or fly through a black hole?

Objectives

This workshop and has three primary aims: (1) To provide participants with a foundational understanding of virtual learning technologies through videos, demonstrations, and hands-on experience; (2) to share strategies for integrating these new 3D technologies into schools using existing equipment; and (3) to foster an understanding of the pedagogical foundations of virtual learning (visual, experiential, and self-directed learning), and how students gain an immediate understanding of subject matter. The presentation will include an opportunity for participants to experience 3D-based virtual learning programs. Additionally, participants will be provided with a PDF smart sheet with links to programs and supporting studies.

Topical Outline

I. Introduction a. The New World of 3D Learning b. Summary of Google Play Study Results c. Student Engagement with 3D Technology d. How it Works e. Platforms and In-school Use II. Learning in 3D and Student Engagement a. Learning Overview b. Foundations of Virtual Learning • Visual Learning • Experiential Learning • Self-directed learning c. Increasing Student Engagement-Lessons from the Study d. 3D Learning in STEM e. Benefit overview (literature review) • Increased Student Engagement • Increased Student Comprehension • Increased complex conceptual learning • Preferred by 85% of Students III. Conclusion a. Into the Classroom: The Next Step in 3D Learning b. Opportunities c. Challenges d. Educator downloads to allow participants to experience 3D learning on Chrome/Android Android Apps by SUNRISE VR on Google Play

Prerequisites

Chromebook/Android device recommended to download and experience 3D learning programs from Play Store.

Experience Level

Beginner

Qualifications

Dr. Wylmarie Sykes is founder of Operation Safe Child. She is a former professor of English at the City Colleges of Chicago, Chicago State University, and Drake University. Additionally, she is an author, former high school board president, and founder of Operation Safe Child in Maywood, IL. She received her doctorate in Education from the University of Iowa, and holds four other Masters Degrees in disciplines ranging from Puritan literature to reading. Brett Reid is VP Technology and founder of SUNRISE VR (www.sunrisevr.com). A graduate of the Massachusetts Institute of Technology, Mr. Reid saw the potential of his virtual reality systems to help underserved Chicago students learn by introducing powerful visualization tools into the educational process. His research led to the creation of specialized immersive virtual reality learning systems, primarily used in controlled academic environments. His goal is to provide schools with the access to the same tools he created for the private sector and various government agencies, and transform schools into real incubators for new ideas and exploration.

Topics

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