Pre-Conference Workshop M1
Playful Design: the 360 VR Learning Experience
Date Wednesday, Dec 5 Time – Price: 95.00 € Status: fully booked
Workshop leaders
Content
We all know that our students can learn a lot from books, lectures and online content, but an unquestionable gap exists between theory and practice and between passively gained knowledge and affective experiences. We believe that VR can play a vital role in closing this gap. To this effect, we are currently implementing eight VR learning experiences as part of a pilot programme that will run during the 2018-2019 academic year. These learning experiences will be organised in several faculties at Leiden University such as Archaeology, Natural Sciences, and the University Medical Center, and will serve approximately 1500 students.
In this Pre-Conference Workshop, we will dive into how we co-create our learning experiences. What makes a 360 VR experience suitable for university students? How do you design a learning experience that caters to every learner’s level of knowledge? We will detail our way of working, from identifying key areas for educational VR with professors and students, to our famous 'pressure cooker' learning experience design sessions.
There is a key difference when designing an experience for education compared to other fields that lies in the huge responsibility we have towards our students. How do you make sure that you adhere to sound pedagogical concepts and academic standards? We will detail how we can be sure to stay ahead of the curve in terms of innovation, while maintaining a robust pedagogical foundation.
And what about the results? Do the experiences work? In the last part, we will talk about how we evaluate our learning experiences. Piloting, beta testing and, of course, different in-app analytics (such as eye tracking) are an integral part of our evaluation process. The goal of this Pre-Conference Workshop is to learn from concrete examples of the implementation of 360 VR into the core curriculum of a university and to explore together how this would work for your organisation.
Target audience
Instructional designers, policy makers, teachers, consultants, media professionals, project managers, students, and anyone interested in VR and ist educational potential
Outcomes
The audience will learn about the didactics and technology involved in the creation of academic 360 VR content. Their main takeaways will be
- Why would you use 360 VR in education?
- How can you implement 360 VR in (university) education?
- What kind of results can be expected?
- What are the potential pitfalls of such a complex project?
- How do you maintain a sufficiently didactic approach when implementing 360 VR in education?
Agenda
09:30 | Introduction |
09:40 |
Presentation of core concept
|
10:20 | Work session 1: Who is your learner |
11:00 | Coffee Break |
11:45 | Work session 2: Mapping the learning experience |
12:45 | Rounding up: presenting the results of our pilots / Q&A |