VR in the Classroom: From Consuming to Creating
|Email:||markasuter (at) gmail.com (Replace (at) with @ for real address.)|
|Category:||Trade Day Event|
|Rules:||Game system not specified|
|Time slot:||Wed Aug 3 3:00 pm - 4:00 pm (1 hour)|
|Host:||unknown (Mark Suter and Steve Isaacs)|
|Experience required:||None (You've never played before - rules will be taught)|
|Location:||JW Marriott, room 202|
|Tickets:||81 out of 100 are available (as of 9:30 am Monday August 8th, 2016)|
|Event added:||Fri May 6 12:17 pm|
The emergence of virtual reality presents unique opportunities for teachers and students to emerge as thought leaders in both consuming and creating VR content. First Hand Experiences shared.
The emergence of virtual reality presents opportunities for teachers and students to emerge as thought leaders in both consuming and creating VR content. Classrooms can steer development with VR companies through iterative feedback, an invaluable resource to developers. This positions students as real world beta testers and consultants. Students creating VR content can spur interest in STEM (or add Art for STEAM) by creating student game-dev teams. Students take on mutually-dependent roles as programmers (Unity, Unreal), 3D modelers (Sketchup, Autodesk Maya), and level designers. Sample student team project shared. All software used is free (VR hardware not included). Attendees will get to experience student-created content on the Oculus Rift and will receive curriculum developed by the panelists for creating content, and a curated list of cross-curricular applications.