With the wide variety of VR and AR experiences, both curated and created, there are many of the Profile of a Graduate knowledge, skills, and habits that can be honed. Here are some examples of the most direct connections.
This pilot program will initially focus on Social Studies and Science, subject where WHERE matters. Google Geo Tools – Expeditions (VR/AR), Tour Creator, and YouTube 360 – are immersive environments where students can become aware of the world around them.
Students' ability to acquire new learning is deepened by experiences, and the retention of that new learning is greater when constructed around experiences. A student learning about a convergent boundary will be able to better understand this new concept if you can transport him to the top of a mountain and describe what he sees.
Consuming VR/AR content is powerful. Having students create content for other students adds yet another level.
Imagine a student designing an AR castle in Tinkercad, classmate use a Merge Cube to hold at that castle in their hands, and they can communicate with confidence about the thinking behind their design choices!
Many students learn about other times or cultures. Without being able to have the experience on some level, it's difficult to put yourself in another person's shoes.
Imagine students are learning about The Great Depression. If they have an opportunity to virtually look around in a home of that time and compare it to their own, they may begin to understand how difficult things must have felt for people at that time.
With the wide variety of VR and AR experiences, both curated and created, there are many of the Profile of a Graduate knowledge, skills, and habits that can be honed. Here are some examples of the most direct connections.
Through immersion in Virtual Reality or Augmented Reality, students have a chance to explore their world (Connectivity) and to create experience for classmates (Authentic Audience and Creativity).
When Virtual Reality or Augmented Reality are packaged within Schoology, our Learning Management System (LMS), through directed learning pathways and open-ended reflection, students can select experiences (Agency) that pertain to their own learning pathway (Personalization). This makes multiple learning pathways impactful for students, no matter where they are in their understanding of a new concept.
Based on research, the District has placed the Substitution Augmentation Modification Redefinition Model, developed by Dr. Ruben Puentedura at the forefront of training and instructional practices. The SAMR Model helps teachers design learning experiences that integrate technology into their lessons. The SAMR Model is a means of measuring how technology is used in lessons, with a goal of increasing student engagement and achievement through lessons taught at a transformational level. The key for our professional staff and students is to be purposeful when using technology. When students are able to use redefinition, they are using technology to create new authentic learning opportunities. Students may connect into a classroom across the world, create websites that reflect their knowledge of new information and solve real life problems through project-based learning activities.
We are aiming to teach “Above the Line” in regards to the SAMR model. The use of VR and AR to immerse students in rich experiences is something that was a task previously inconceivable.