Professional Documents
Culture Documents
Kindergarten
Kristen Bilney
Background Information:
● Title of the Project: AR/VR Technology in
Kindergarten
Grade Level: Kindergarten (ages 5-6).
Content Area: As an international baccalaureate
candidate school, all content areas are integrated within
our transdisciplinary themes. Though this pilot project
will primarily focus on science, social studies, and
social/emotional learning.
Number of students: 21
Pilot Idea
➔ Integrate AR/VR technology in my classroom to
foster authentic learning experiences.
Agency
headsets could allow students to take
ownership of their learning by
having the freedom to explore
numerous topics at their own speed
(Peterson, 2018).
Why AR/VR
AR/VR technology would not only provide new
technological resources in the classroom, but it
would also foster student agency by allowing
students to have control over what and how they
Technology?
are learning (McLeod & Graber, 2019) . “Instead
of students interacting and watching web content,
they become surrounded by the content, which
allows them to wander freely in and around it..
students are able to interact, engage and experience
what they are learning in the classroom (Danhoff,
2017). While nothing can replace a real life field
trips, virtual reality does provide an opportunity for
a new level of immersion to a place students have
never been before (Korbey, 2014).
Deeper Learning
S
A
M
R
Technology Integration Model:
SAMR
Project Goals:
By the end of this pilot project idea, students will be able to...
Content
characteristics, habits, and living patterns to describe how they
meet the same human needs
➔ K4.A.3- explain how technology affects the way people live,
work, and play
➔
Standards
K5.A.1- distinguish among past, present, and future time
➔ K5.A.2- compare daily life and objects of today to long ago
Retrieved from
http://www.marylandpublicschools.org/about/Documents/DCAA/Soci
alStudies/MSSSS/MarylandSocialStudiesStandardsrameworkPreK-2.
pdf
ISTE Standards
● 1c: Students use technology to seek feedback that informs and
improves their practice and to demonstrate their learning in a
variety of ways.
● 3c :Students curate information from digital resources using a
variety of tools and methods to create collections of artifacts
that demonstrate meaningful connections or conclusions.
● 3d:Students build knowledge by actively exploring real-world
issues and problems, developing ideas and theories and
pursuing answers and solutions
● 6d: Students publish or present content that customizes the
message and medium for their intended audiences.
● 7c: Students contribute constructively to project teams,
assuming various roles and responsibilities to work effectively
toward a common goal.
Chaja, K. (El_chakka) (2018, March 2). Hey all! I'm the creator of "Moment AR" an app for the #mergecube for professionals
in special education. I am now working on an #education app for the Mergecube and would love to hear educator's wants,
thoughts, needs. Retweet, RT. [Twitter Post]. Retrieved from
https://twitter.com/el_chakka/status/969648140109340672?lang=ca
Danhoff, C. (2017, November 25). AR and VR: A Look in Today’s Classroom. Retrieved from
https://www.arvrinedu.com/single-post/A-Look-into-Todays-Classroom
Erickson, L. (2019, March 29). See How SAMR Works in Real Classrooms. [Image]. Retrieved from
https://blog.mimio.com/see-how-samr-works-in-real-classroomsand-in-your-lessons
Korbey, H. (2017, July 14). Will Virtual Reality Drive Deeper Learning? Edutopia. Retrieved from
https://www.edutopia.org/article/virtual-reality-drive-deeper-learning-holly-korbey
McLeod, S. & Graber, J. (2019). Harnessing technology for deeper learning. Bloomington, IN: Solution Tree Press.
References
Peterson, S. (2018, July 30). 4 Big Shifts That Can Personalize the Learning Journey. EdSurge. Retrieved from
https://www.edsurge.com/news/2018-07-30-4-big-shifts-that-can-personalize-the-learning-journey
RyanMcGuire. (Transportatio). [Image]. Retrieved from
https://pixabay.com/photos/taxi-cab-taxicab-taxi-cab-new-york-238478/