BYOD: Using AR and VR for Active Learning

Conference Archive

Realities360 2019 Conference - June 25, 2019

Eileen Grodziak

Instructional Designer
Penn State Lehigh Valley

Kate Morgan

Director of Virtual Education
Penn State Lehigh Valley

Immersive reality is cool and mysterious, but faculty often have difficulty seeing how to tie the use of it into learning objectives. Additionally, the vast technology associated with it seems out of range for the classroom.  So how do you incorporate what is often a singular experience into a classroom opportunity? More importantly, how do you engage students as content creators? This session will address the pilot experiments and result of a multidisciplinary classroom approach using virtual reality, 360-video, and Google Expedition into coursework. The results speak volumes to where this is going.

In this session, we will discuss and explore the opportunities of AR and VR for active learning. These technologies have changed the learning game, which is limited merely by our own imagination. These ideas began as student initiatives at Penn State Lehigh Valley, and are developing further because of their creative thinking. Learn how to be facilitators to the active learning that is reigniting education like never before.

In this session, you will learn:

  • The pedagogical approach for developing and delivering immersive content using the Harvard Graduate School of Education model of See, Think, Wonder
  • How to lead a Google Expedition
  • How to create a Google Expedition
  • How to develop assessments to measure outcomes
  • How to develop learning objective for immersive learning

Technologies/platforms/devices that will be discussed:

  • HTC Vive
  • Google Expedition
  • Ricoh Theta 360 Camera
  • Garmin VIRB 360 Camera


Designers, senior leaders (directors, VP, CLO, executive, etc.)

Technology required:

Cell phone, laptop, or tablet

Through the use of a cell phone, iPad, or computer, participants will openly share thoughts and questions while simultaneously learning about the academic potential of immersive experiences. Additionally, it is recommended that participants download the Google Expedition App to have the opportunity to participate in a structured or independent Google Expedition. Finally, teams will create a 360 Expedition of their own, using tools available through Google.


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