Digital technologies are continuing to transform the field of education. Augmented (AR) Virtual (VR) and Extended (XR) Reality platforms have the power to enhance and extend learning by removing barriers of physical space, improving collaboration, encouraging hands-on learning and providing individualized opportunities to learn for students.
IIn this session, participants will discover how different immersive technologies are being purposefully used at Knox Grammar. These include CoSpaces, TinkerCAD, MicroBit, Valen’s Reef, the United Nations Virtual Reality (UNVR) experiences and FrameVR. In this session, participants will be able to engage in these immersive activities and experience, firsthand, the transformative impact these have on promoting engagement, developing metacognitive skills and providing opportunities for students to learn more about real-world issues that individuals across the globe face.
Led by Australian students, explore and create endless possibilities with immersive technologies. Discover how FrameVR, CoSpaces, TinkerCAD, MicroBit and VR experiences are being used by an Australian school to bring communities together, promote peer-to-peer learning, explore ethical/unethical practices, investigate real-world issues, promote curiosity and provide personalized learning opportunities.
The overall aim of this presentation is to demonstrate how immersive technologies can improve collaboration, spark curiosity and empower students to recognize the power that they have, to enact positive change in the world.
5 mins – Introduction
5 mins – Overview of School Inquiry Process
3 mins - What is Immersive Learning? Explore the benefits of using VR, AR and XR in the classroom
27 mins – Real World Modelling Using CoSpaces
17 mins – Building Natural Disaster Detection Systems with MicroBit and TinkerCAD
15 mins – Explore FrameVR
10 mins – Design and create your own virtual XR space with FrameVR
8 mins – Questions
Immersive technology enables teachers to transform teaching and learning in their classrooms. As part of his Cone of Experience, Edgar Dale theorised that we retain around 10% of what we read, yet 90% of what we experience ourselves. As existing multimedia systems used in classrooms mostly address only two communication channels (visual and audio) learning through experience is limited. By purposefully using AR, VR and XR platforms, students can be completely absorbed and engaged in their learning.