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How did you discover your passion
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or find your career?
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Were you exposed to it?
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Or was it trial and error?
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As child rights advocate
Marian Wright Edelman said,
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"You can't be what you can't see."
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Fortunately, we now live in a time
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when emerging technologies
may help us to solve this problem.
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For the past two years,
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I've been developing
an extended reality program
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that enables middle school students
from across the country
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to take on the role
of a marine biologist --
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even if they've never seen the ocean.
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As one seventh grader
who recently completed our program said,
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"I could see myself as a scientist,
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because I enjoyed this game."
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This feedback really excited me,
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because too few students
do see themselves as scientists.
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A 2014 study showed that 57 percent
of eighth- and ninth-grade students
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said, "Science isn't me."
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Coincidentally, also in 2014,
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I met Mandë Holford, a marine biochemist,
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and Lindsay Portnoy,
an educational psychologist.
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The three of us shared a passion
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for getting students excited by
and comfortable with science.
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We thought about how
we could give children
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the most realistic experience
of a scientific career.
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We discussed the research;
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it showed that students felt comfortable
taking risks when playing games.
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So the three of us started
an educational games company
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to bring science to life.
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Virtual reality seemed like
a low-cost way of increasing access.
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In addition, academic research has shown
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that virtual reality may lead
to increases in learning retention.
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This was perfect for us,
as we wanted to be in schools
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so that we could reach
the most number of students possible,
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particularly students who have
been underrepresented in science.
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So, with funding from
the National Science Foundation,
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we began developing
our extended reality program,
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that combined virtual reality
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with personalized digital journaling.
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We worked with teachers
while developing it
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to ensure that it would fit seamlessly
into existing curricula
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and empower teachers to use cutting-edge
technology in their classroom.
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We designed the virtual reality
for Google Cardboard,
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which requires only a smartphone
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and a $10 VR viewer made of cardboard.
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With this inexpensive headset,
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students are transported
to an underwater expedition.
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Students use their digital journal
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to write down their notes,
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to answer questions,
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to construct models
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and to develop hypotheses.
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Students then go to the virtual world
to test their hypotheses
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and see if they're accurate,
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much as scientists go to the field
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in their careers.
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When students return
to their digital journal,
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they share their observations, claims,
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reasoning and evidence.
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The students' written answers
and virtual interactions
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are all updated live
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in an educator assessment dashboard
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so that teachers can follow their progress
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and support them as needed.
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To give you a better sense,
I'm going to show you
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a little bit of what students see.
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This is the virtual reality
when they're underwater
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observing the flora and fauna.
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This is the digital journal
where they're constructing their models
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based on this abiotic data
to show what they expect to see.
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Here, they're supporting that
with qualitative statements.
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And this is the educator dashboard
that shows progress
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and enables [teachers]
to see the students' answers as they go.
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When we were creating BioDive,
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again, we really wanted
to focus on access,
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so we designed it to require
only one phone for every four students.
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We also knew how collaborative
science work is,
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so we constructed the experience
to only be solved
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through collaborative teamwork,
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as each student is an expert
in a different geographic location.
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Given that these children's brains
are still developing,
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we limited each experience to last
a maximum of two minutes.
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And finally, because we know
the importance of repeated exposure
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for internalizing knowledge,
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we constructed BioDive to take place
over five class periods.
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We started piloting BioDive in 2017
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in 20 schools in New York and New Jersey.
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We wanted to see students
as they were using this new technology.
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In 2019, now,
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we are now piloting in 26 states.
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What we have heard from teachers
who have taught our program:
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"It was a nice way to show ocean dynamics
without the luxury of actually being there
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since we are in Ohio."
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(Laughter)
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"It's pretty mind-blowing."
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"The students were totally engaged."
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But what really gives us hope
is what we're hearing from students.
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"I liked how it felt like I was there."
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"It's interactive and a fun way to learn."
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"It really gave me realistic examples
of how these organisms appear."
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"I could see myself as a scientist
because it seems really fun."
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Our feedback wasn't always so positive.
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When we began developing,
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we started off by asking students
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what they liked,
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what they didn't like
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and what they found confusing.
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Eventually we began asking
what they wished they could do.
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Their feedback gave us
concrete items to build in
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to be sure that we were including
student voices in what we were designing.
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Overall, what we have learned is that this
is the beginning of a new platform
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for giving students
both voice and ownership
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in deciding how they want to have impact
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in their careers.
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We focused on science
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because we know we need scientists
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to help us solve our current
and future challenges.
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But virtual reality could support
students in any area.
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How could we support students
in exploring all of their desires
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with these eye-opening experiences
and chances to learn from primary sources?
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Could we create VR
for inexpensive headsets
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that lets them be immersed
in oral literature
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or in critical moments of human history?
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Extended reality has the potential
to change the trajectory
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of our children's lives
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and lead them to careers
they never imagined
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by giving them the chance
to see what they can be.
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Thank you.
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(Applause)