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INSTRUCTIONAL TECHNOLOGY GRANT PROPOSAL

Name of Applicant: Meghan Lee


District/School: El Haram School
Date: 4/20/2016 Total Cost of Project: $10,000
Title of Project: Virtual Reality in Every Classroom
Proposed Submission Venue: Vodafone Egypt Foundation
I. Why is this project important (In 2-3 paragraphs, describe the need for the project.)?
Virtual reality headsets for smartphones provide active rather than passive experiences for
learners. This immersion translates to practically zero distractions to learning and provides immediate
engagement which is highly beneficial in today's world where many students are easily distracted due to
their ever-changing external environment. Exploration and hands-on learning improves retention and
deepends the learning experience. Virtual reality improves the understanding of complex topics by
providing a digital immersion akin to real life and is suited to all learning styles.
Virtual reality (VR) technology is supported by numerous examples of content applications
available for free and at low-cost comprising of educational demonstrations, games, virtual tours,
explorations for travel, and more from developers all over the world and in a wide variety of languages,
with most done in English.
VR technology may be used for learning at all grade levels and abilities provided that suitable
content is selected by the educator. Equal access is assured by the use of 1:1 smartphone and VR device
per student. Sharing with a partner is also a possibility to conserve additional funds for the purchase of
low-cost apps for the smartphones.
The funding for VR class sets through this grants would provide students an excellent
opportunity to engage in authentic immersive collaborative learning that will increase the level of their
content understanding and give them an outlet for greater creativity and connections to a variety of
people, places, objects, and cultures around the world.
II.What would you like to accomplish (In 2-3 paragraphs, describe the unit or lesson and list
instructional objectives.)?

Our school would like to utilize VR technology for science and history applications,
specifically for touring historical landmarks around the globe in a VR immersive tour and to
explore the solar system, anatomy, coral reefs, wildlife, star charts, geological anomalies, etc.
We feel that VR technology would be of immense benefit to deepen the learning of the
content and offer students the opportunity to experience the content as authentically as
possible using emerging technology tools.

Many instructional objectives may apply to the use of VR headsets in learning. Please read
the following example using Grade 5 History as shown below:
I. El Haram School Grade 5 Curriculum Standards:
Students will explore various biomes and identify the characteristics of each one by comparing and
contrasting it with the one in their own region.
Students use digital tools to significantly enhance their understanding of content by utilizing global
resources to enrich their learning.
II. ISTE Standards for Students:

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1. (3) Students use digital tools to gather, evaluate and use information.
The above learning standards relate directly to the use of VR for learning because students would
be able to use Google apps such as Google Cardboard. Google Earth, and Google Maps Photo Spheres
to view various biomes around the globe as if they were standing in these locations. There are also fully
immersive high-definition 360 degree videos available from many diverse locations around the globe for
students to place themselves directly into the environment to examine the flora and fauna as if they were
visiting these places complete with authentic sounds, too. For example, students can use the free Ascape
VR app to visit gorillas and explore their lush habitat. Students can also explore many other biomes
using this specific free app.

How will you complete the work? (In 1-2 paragraphs for each section, describe how the
project will be completed.)
Students will assemble their VR headsets using the instructional video and guidance from their
instructors and support personnel at the school. They will also prepare their smartphones by
downloading the correct applications and videos prior to the lessons by the use of the Whatsapp group
for all school faculty, families, and students that send notifcations by messaging with links to the
appropriate applications and videos. Students will complete the tasks according to the schedule and
desires of their teachers. The aim is reduce teacher workload in the implementation process and provide
students the opportunity to take ownership of the VR sets by setting them up.
For Grade 5, for example, students will assemble their headsets and devices a week prior to
implementing the VR headsets in classroom learning. This will provide them an opportunity to work out
any issues that arise and to test the functions prior to use. Older grade levels will pilot the VR devices
prior to implementation with younger grades so that the older students can act as mentors called "VR
buddies" with the younger students. This will foster a collaborative relationship across grade levels and
reduce stress levels when implementing the VR headsets with younger grade levels. It is also an
excellent way for older students to share in the learning process as a facilitator to their younger peers.
A. Describe how the instructional objectives will be met.
To again utilize Grade 5 as an example, the instructional objectives will be met by ensuring that
learning standards are assessed by having students complete daily progress reports providing reminders
for overarching project expectations and to use as a method of written feedback between the teacher and
the students using templates available on their individual Google Drive accounts. One major research
project will be developed by each student as a part of their learning process using the VR headset in
conjunction with online research and presentation development tools such as Google Docs, Google
Slides, Prezi, Microsoft Powerpoint, etc.
B. Describe the time involved (project length including amount of time each day/week).
For the Grade 5 biome project, the students would have 45 minutes each day for five days to
begin their projects, conduct research, participate in peer and teacher feedback and receive and provide
facilitation from the instructor and peers. Since there are many possibilities for the biome exploration
and the project research, students will be required to provide detailed progress reports for each day and
use the project grading guide as a checklist to keep their project development and research on track.
The first day will include an overview of the project guidelines, learning objectives, daily
expectations and assignment completion process, and reviewing of technical skills. The second and third
day will consist of research using VR and regular online research sources and tools to take notes, gather
media and facts on the chosen biome and to construct the individual project using technology tools and
resources. The fourth day will consist of delivering peer feedback, meeting with the instructor

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individually for feedback, and to engage in the final revision process based on the constructive feedback
from peers and teacher. The fifth day is reserved for project presentations to the whole group, publishing
online on the site for a global audience, and sharing their biome location examples with other groups.
C. Describe the people involved (grade level/subject & # of students, teachers and/or staff).
The school plans to implement VR class sets for students at all grade levels through a rotating
schedule for each classroom to use the headsets. In order to introduce the emerging technology in a
smooth manner, the VR headsets will be rolled out to pilot grade levels beginning with Grade 5 and
moving downwards. Safe usage guidelines will be in place from the first day and passed down to each
grade level. Initially, only technology support staff, administration, and Grade 5 teachers will be
involved in the rollout process. Additional grade level leaders will be brought on board the
implementation team as the VR headsets are rolled out at all the grade levels. Student facilitators will be
selected from each grade level to be paired with students in the lower grades during the roll out process
to act as a study buddy and "guide on the side" for the younger students to ease the process for teachers
and students.
D. Describe the materials needed for the project.

Virtual Reality Headsets (modeled after the original Google Cardboard design) (90)

Smartphones modeled in the same style as the Samsung Note mobiles (90 units)

Bluetooth handheld controllers for mobile smartphones for VR headsets (90 units)

Any remaining grant funding will be kept for purchasing replacement items
IV. What is the timeline for assessing accomplishments and objectives (In 1-2 paragraphs, describe
program evaluation procedure.)?
For Grade 5, we will assess the success of the VR technology initiative by the end of the 3rd month of
the 2016-2017 school year by requiring teachers, students, parents, support staff, and administrators to
provide ongoing feedback by anonymous survey throughout the VR pilot. We will also determine the
success of VR technology in improving learning outcomes by comparing the end of unit assessment
results in Science and History with those of last year. We predict the results will reflect a large
improvement in the depth of understanding using the immersive VR technology to enrich students'
learning experiences.
V. How will the students be assessed (In 2-3 paragraphs, include details regarding how student
progress will be assessed and reported to students, parents, teachers, and others.)?
Students will be assessed in much the same way they are assessed currently----through formal
weekly tests, end of unit tests, and end of term examinations combined with integrated subject projects
that assess the depth of their understanding of the material as it applies to the world. The implementation
of progress checks and regular online feedback from teachers through the use of digital student
portfolios greatly improves the chances to close achievement gaps early on by reducing the amount of
paperwork for teachers and students, and providing a direct link between the learner and the learning
facilitator. Ongoing anonymous online surveys also assist in the informal assessment process because
students can be honest by avoiding the social pressure to pretend they understand to save face in front of
peers. It is also noteworthy that VR has the capacity to be used for short online assessments similar to
the upright folder testing barrier.
VI. What is the proposed budget? Include information on the following:
A. Materials/supplies
All materials and applications for this project can be purchased and found online.
Parents will provide antibacterial wipes for the headsets as part of class supplies.
Apps for the smartphones will be installed using the Google Play Store online.

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B. Equipment
VR Cardboard style headset 90 units $20 each
VR compatible smartphones 90 units $100 each
VR Bluetooth controller remotes 90 units $6 each
Extra funds remaining for replacements
C. Total Cost of Proposed Project : $10,000 in total
D. Additional Funding Sources
Parents of students will provide funding for antibacterial wipes and power strips.
V. List your supporting references.
(March 1, 2016) Your students can create virtual reality expeditions.
Retrieved April 2, 2016 from
https://www.iste.org/explore/articleDetail?articleid=683&category=In-the-classroom&article
(November 27, 2015) Virtual reality in the classroom just got affordable. Retrieved April 2, 2016
from https://www.iste.org/explore/articleDetail?articleid=609
(March 31, 2016). Virtual Reality Invites a New Era of Learning to Higher Education. Retrieved
April 2, 2016 from
http://www.edtechmagazine.com/higher/article/2016/03/virtual-reality-invites-new-era-learninghigher-education

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INSTRUCTIONAL TECHNOLOGY GRANT PROPOSAL


EVALUATION FORM/SCORING RUBRIC
Total Points: __________
1.

Impacts a variety of skill levels and/or learning styles or impacts an important target population.
Possible number of points: 40 __________

2. Clearly identifies standards and learning objectives being addressed.


Possible number of points: 40 __________
3. Pedagogically sound, based on research and/or best practices.
Possible number of points: 40 __________
4. Clear plan for assessment of project and goals with examples of implementation methods.
Possible number of points: 40 __________
5. Impacts large number of students and/or can be recycled/reused.
Possible number of points: 40 __________
General Comments:

Adapted from: The Education Foundation of Oconee County, Inc.

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