Sponsoring Company: Inspirit
Recent times have called for changes in the ways students learn STEM and have exposed gaps in current virtual STEM instruction. In our session, K-12 educators will learn about and be empowered to incorporate powerful VR and 3D STEM tools into their learning systems. We will use Inspirit’s virtual labs and 3D learning content features to teach and practice this. Our content is designed to stimulate high knowledge gain, deep engagement, and critical thinking in learners through their active involvement in virtual gamified environments. We’ll also answer some fundamental questions about technology integration into the classroom:
(1) What is XR? What devices do we need to improve student learning outcomes?
(2) How can we align with existing agencies and beliefs to support more meaningful and long-term integration?
(3) What does it take to bridge the best practices of academic research in gamifying STEM education with practical considerations for making this technology work in the real-world?
Through this hands-on and discussion-rich experience, participants will gain tools to align new media technologies with diverse curriculum, standards, and desired outcomes and examine how to use virtual 3D STEM labs in meaningful ways in the classroom.
Attendees will learn how to deepen the level of student engagement and critical thinking skills using affordable, accessible, interactive, gamified STEM experiences via 3D learning tools.
Sarah Taylor (Inspirit: Stanford, CA), Luke Nilles (Inspirit Learning, Inc.: Atlanta, GA), Gerry Marchand (Huntley High School: Huntley, IL)