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How VR Changes Learning

Filament Games CEO Dan White will discuss the potential of Virtual Reality to facilitate interactive, inquiry-based learning. Through the lens of Filament’s recently awarded SBIR project for a STEM-oriented VR learning game, White will demonstrate how VR can build students’ interest in STEM and other content areas through identity, embodiment, and immersion. Session attendees will learn: • The advantages of learning through Virtual Reality in terms of identity, embodiment, and immersion • The impact Virtual Reality will have on the education sector • The challenges of implementing VR in a formal education setting • Game design strategies to facilitate deeper learning through Virtual Reality

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How VR Changes Learning

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  1. VR & STEM Learning Acronyms!

  2. What’s different about VR?

  3. What’s different about VR? Low-end VR You can look around a virtual world with your head High-end VR Nascent VR

  4. What’s different about VR? Low-end VR You can look around a virtual world with your head You can look* around a virtual world with your body You can interact with virtual objects with your hands High-end VR Nascent VR

  5. What’s different about VR? Low-end VR You can look around a virtual world with your head You can look* around a virtual world with your body You can interact with virtual objects with your hands High-end VR You can look* around a ~15’x15’ virtual world with your legs Nascent VR

  6. What’s different about VR? Low-end VR You can look around a virtual world with your head You can look* around a virtual world with your body You can interact with virtual objects with your hands High-end VR You can look* around a ~15’x15’ virtual world with your legs Etcetera Body tracking Nascent VR Haptic feedback Unfettered movement

  7. What’s different about VR? High-end VR Nascent VR PRESENCE

  8. High-end VR What’s different about VR? Nascent VR PRESENCE Climate change READY PLAYER ONE

  9. How might those differences impact learning?

  10. ● Nurse ● Accountant ● Electrician ● Historian ● Product manager ● Detective ● Grocery store clerk ● System administrator ● Mechanic ● Architect ● Computer engineer ● Astronaut ● Marketer ● Surgeon ● Lawyer ● Lab technician ● CEO ● Paleantologist

  11. ● Grocery store clerk ● Nurse ● Lab technician ● Mechanic ● Electrician ● Surgeon ● Historian ● Paleantologist ● Detective ● System administrator ● Architect ● Astronaut ● Marketer ● Accountant ● Computer engineer ● Product manager ● Lawyer ● CEO High embodiment Low embodiment

  12. RELEVANCE

  13. IMPACT

  14. IDENTITY

  15. How might those impacts translate into value propositions?

  16. How might we deliver on those value propositions?

  17. Robotics+ 1.Enhanced accessibility via game scaffolding 2.Faster prototyping 3.Infinite parts 4.Infinite challenge courses 5.Long term cost savings via part reuse 6.Global community via robot and challenge course sharing 7.Hats and googly eyes

  18. QA Come to Madison 8/14 for the Play Make Learn conference!

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