STEAMM and Virtual Learning – Catching Students Virtually
by William Jackson, M.Ed. VR Certified and STEAMM Educator
Science Technology Engineering Arts Math Metaverse
The traditional learning strategies of “chalk & talk,”
coloring worksheets, stand and talk presentations using
PowerPoint and other methods are fading away.
The application of strategies in education and even
business are transforming into digital worlds, digital
spaces and digital realms.
Effectively using Minecraft, Roblox and other forms of
level 1 immersive worlds is effective to a point, but if
teachers are not ready to “pivot” (Prof. Aida Correa-Jackson,
DEI instructor) they will loose their students attention
and interest.
Students attention spans are growing increasingly limited
to their focus on staying the course to finish projects
because the projects have no relevancy to them, are boring
because they cannot see the fundamentals of a increasingly
changing love for and use of technology.
Virtual worlds, Immersive environments and the Metaverse
continue to change how education will be shared, provided,
conducted and preparing students for their futures.
“Have Oculus Will Travel”
Using Oculus teachers will supplement current curriculums with immersive learning that builds on being increasingly deeply engrained, and engaged in their digital surroundings. Teachers as well as students will grow beyond their traditional ways of learning to understanding how immersive environments can touch the majority of the human senses.
Involving students with learning challenges has always been a serious challenge for schools, but with immersive opportunities the accessibility issues are over-come because student with mobility issues, hearing challenges, and other physical limitations can still be engaged.
In addition students with behavioral, emotional, ADHD, can be addressed.
As a teacher of STEAMM Science Technology Engineering Arts Math Metaverse embracing new learning tools, strategies and possibilities
empowers teachers that in turn empowers students.
The eighth grade student is in a paradox of growing into young adults, adjusting to leaving the pre-puberty, puberty and into the teen-age years. The academic nature of applying what is being taught in school is key because high school is preparing students to enter not just higher education, potential military service, but new realms of engagement for
vocational schools, distance learning environments and others. Using resources such as these is important to provide flexibility in learning, creativity in building digital skills and digital innovation with opportunities to design, build, create, dream and apply the IRL into Immersive environments that reinforce understanding digital worlds.
The training will be designed to give students in 8th grade the opportunity to learn skills that build their abilities to collaborate, cooperate, create. Students in middle school, particularly in 8th grade need to be involved in immersive environments because their focus on multiple avenues of learning are significant in their abilities to function and adapt in immersive worlds where they will be employed. Eighth grade is a transformative level of learning where significant numbers of students find their passions for future careers. Understanding this before entering high school is important.
Using Oculus teachers will supplement current curriculums with immersive learning that builds on being increasingly deeply engrained, and engaged in their digital surroundings. Teachers as well as students will grow beyond their traditional ways of learning to understanding how immersive environments can touch the majority of the human senses.
Involving students with learning challenges has always been a serious challenge for schools, but with immersive opportunities the accessibility issues are over-come. Student with learning challenges can be engaged and their levels of engagement and understanding. Students with learning and behavior challenges are empowered, not limited. They are allowed to be creative and innovative.
Students with behavioral, emotional, ADHD, can be addressed to see where they fit in, where they can contribute and extend beyond the classroom walls into the real world.
Unfortunately, educational strategies are 2 to 3 years behind the application of applying new tech to learning of students. Teachers are one of the causes because educational systems, curriculums and policies do not allow for “out of the box” thinking and visionary site.
As a teacher of STEAMM Science Technology Engineering Arts Math Metaverse for 33 years, embracing new learning tools, strategies and possibilities empowers teachers that in turn empowers students.
Currently I’m teaching two schools in Africa, Nigeria & Kenya, and several middle schools in Jacksonville, Florida using VR Learning and strategies.
Having increased availability and access will expand my desire to apply the Oculus to reach more teachers and students.
“Have Oculus Will Travel” is my dream to travel to schools and share the awesomeness of the Oculus, immersive worlds of learning and directly impact not just the traditional students, but those facing challenges of learning, behavior and social engagement.