Workshop
Enhancing Classroom Teaching and Learning Through Games and Virtual Reality Technology
Prof. Sujan Shrestha - Univ. of Baltimore, MD, USA
August 31st, 2016
This workshop is intended for participants who are interested in incorporating games and virtual reality (VR) technology as a trans-disciplinary teaching and learning in the classroom. It will introduce pedagogical concepts and problem solving techniques by constructing meaningful connection between technology and real-world challenges. The goal of this workshop is to identify effective classroom teaching strategies, student engagement and motivation. Several hands-on examples will be presented and discussed which was developed in game design classes at the University of Baltimore, Maryland, USA. Presentation will include, high impact practices such as team-based collaboration, community development while solving real-world problems and challenges that directly impact social, economic and environmental issues in the Baltimore region. It proposes the possible outcomes by exploring (a) the team-based collaboration and development process in games and VR technology, (b) and creative ways to engage students in finding solutions with meaningful learning experiences in the STEAM (Science, Technology, Engineering, Arts and Mathematics) education.
Preliminary timetable
Introduction: 30 min
Activity #1: 30 min
Activity #2: 30 min
Summary: 30 min
Total: 2 hours
Keywords: Games, Virtual Reality, Interactive Technology, STEAM Education