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Developing a Program: Developing a Program

→ Go back to the Nevada XR Libraries Initiative page.

Developing a Program

From the Henderson Library SystemProgramming is at the heart of the Nevada XR Libraries project. Through programming the pilot libraries will be able to showcase the technology and demonstrate its real-world applicability! 

We encourage libraries to develop two kinds of programs: a weekly drop-in event, and monthly planned events. Both Carson City Public Library and Douglas County Public Library have weekly basic VR events Friday afternoons for teens. A planned event could focus on a theme, for example underwater, space, building in 3D, the human body, etc. 

Programs should vary or be updated frequently, although there are some basics which will be common to all programs. Both Lifelique and XR-Learn have lesson plans available on their respective websites. These are good places for library staff to start familiarizing themselves with possible programs. 

Photo courtesy of the Henderson Library System.

Depending on the educational workshop, supplies may be needed to aid in a lesson plan, and example would be the use of an iPad reviewing Lifeliqe 3D life science objects while working with the Lifeliqe Museum title Human Body, a learning experience focused on anatomy and physiology.

Suggested materils:

  1. Paper and pencil to sketch
  2. iPads
  3. Books related to human anatomy

Group information
You must consider the amount of time, the age and the number of participants for your educational workshop. With one VR unit available, classes should stay below 10 individuals. This will allow for each participant to have enough time to experience a VR exercise within a one-hour program.

Having a structured time frame for your educational workshop will help things run smoothly, and allow for equal participation around the stations set up, for example

  • 10 mins educational workshop introduction
  • 30 mins activity session
  • 10 mins to sketch
  • 10 mins reflect and complete survey

Reflecting and projecting

After participating in the virtual session participants should be asked to reflect on what they participated in, do they feel they have a better understanding of the subject matter now that they’ve seen it in VR? Ask them to complete the survey, and thank them for participating.

Welcoming patrons
Greet participants and give them a general overview of the workshop. This can include projected learning outcomes, equipment overview, safety, and basic how-tos. Explain your role as XR expert and project leader. To most, everyone who works in the library is a librarian and are often surprised to learn librarians have advanced degrees and that we don’t spend our work time reading novels. By briefly profiling your background and what the Nevada XR Libraries program is, you are framing yourself as a subject matter expert (authority on the subject matter). This will encourage participants to actively listen to what you say.

What's up
Address the desired learning outcomes. What is the purpose? You might want to ask the participants what materials and mental tools they generally use when learning new tasks. It is important to help people remember why they are in the library and set up the expectation that they will be participating not just engaging passively.

Appeal to emotions by making personal connections. Ask people who speak to share their names and try to remember what they say. If someone mentions that they struggle with learning abstract concepts, call back to this when you show something in the Lifeliqe library that illustrates the ease of learning in 3D.

Be positive!
Make sure you always engage people in a positive way, never belittling them. If someone says they don’t want to use the extended reality platforms and experiences because Google is easier, frame that as a challenge to show them the wonders of library resources: “Sure, Google is great. But not everything is in it, like this super amazing 3D model. Let’s take a look at it and see if I can convince you it’s cool!” If a person expresses resentment for being back for yet another training session, try to turn the person into a “voice of experience” for the entire group: “Hey, you mentioned you use Google a lot. Before we keep going what is it you like about it?” NOTE to SELF: when you do this the other people in the workshop will likely perk up and listen.

Provide background about the nature of the project and your role as a project leader in Nevada XR Libraries. Don't over-explain, just be sure to set yourself up as a subject matter expert who is willing to help patrons will all things XR. 

Another important point is to provide background about the project at hand. Having a printout with information and pictures about the educational workshop topic will provide a critical resource.

I want to learn
It is essential that your learning space be welcoming and prepared ahead of time. We recommend setting up and testing all materials for the project at least one hour before the project start time. This will provide you with ample time to tweak and troubleshoot before the participants arrive. Ask yourself: "If I was a first time XR user, what would make me feel welcome to the library?"

Have a space for patrons to sign in using the provided sign-in sheet. This is also a great way to get them to introduce themselves to you and open dialog. 

It is a good idea to have chairs, tables, paper, pens, and any other relevant materials provided--just be sure they are not in the way of the dedicated XR space. Be sure to give your patrons enough space to move around without feeling cramped. You should also look at your library's collection and pull a few relevant resources on the subject matter. Encourage the participants to check out them materials if they'd like to learn more. Also, you could take a 'field trip' to the relevant section of your collection that has materials about the XR project and explain what's in your collection that can further their knowledge. This is a great way to get them to explore the stacks. 

Remember, your attitude and enthusiasm are as important as the physical space-- so, smile, get excited, and have fun!

Workshop name: Virtually Amazing– A look into the human body using XR

Number of participants: 3

For a group of participants, set up iPad learning stations. This keep everyone engaged while waiting to get into virtual reality.

Gather participants together to explain the educational workshop and expectations. Distribute participants evenly across the stations to get started – two on iPads and one in virtual reality. Be sure to keep tabs on timing to move everyone forward.

 What: Information literacy instruction with the sample research topic: human biology

 Where: On an iPad looking at Lifeliqe 3D models and in Lifeliqe Museum Virtual Reality Human Body experience

Learning outcomes:       

  • compare extended reality research with traditional research experiences to gain confidence that extended reality formatted research is achievable
  • access and explore at least one scholarly extended reality database to conduct a basic search
  • identify librarians as friendly, helpful, accessible resources to feel comfortable asking for support then you need it during a research process

Sample lesson plan:

  1. Introduce yourself and what you do in the library
  2. Goals: we will be going over extended reality research compared to traditional research resources so that you gain confidence that extended reality formatted research is achievable, and in fact more effective. You will also use a search strategy to find 3D models and virtual reality experiences
  3. First, tell me about how you typically conduct research
    Scenario: Let’s say you are working on a 3-person team preparing for a professional conference, your group is presenting on a health issue related to the impacts of pesticides on human health, and your team is tasked with showing optimal health. So, each of you will deliver a 5-minute talk and start by explaining what “healthy” human biology looks like. You will include visuals of your favorite healthy human biological system. You must cite 1 scholarly source. What sources in information would you typically use? Give the group time to share thoughts.
  4. So we need to create a research question, a sample research question might be: What are the different systems and organs that make up human biology?
    1. Keywords:
      1. What are the most important words from the research question? Different, systems, organs, human, biology
  5. Let’s look at the Lifeliqe database on the iPad. This is a collection of over 1,000 3D models, to include human biology. (have participants go into the app.)
  6. Let’s look at the interactive 3D models on human biology – browse for different systems, organs and explore.
  7. Do you have good results?
  8. Now look through the entire Lifeliqe catalog, see the different subjects. As two team members are looking through the iPad, the other enters the Lifeliqe anatomy experience.
  9. Review the basic concepts covered:
    1. We’ve navigated a new kind of research collection using extended reality tools and content.
    2. Remind people that they were able to explore at least one scholarly resource to conduct a basic search!
    3. Remind them that they got help from the library.
  10.    Thank them for participating, and ask them to fill out the survey

One of the most important aspects of the Nevada XR Libraries project is collecting data on your programs. Remember, we are using this pilot program as a model for future statewide projects and will present the findings to the Nevada Legislature in the 2019 biennium. As such, collected information should be accurate and honest. Programs should be developed with the provided metrics of the program in mind. 

One of the best ways to collect accurate statistical data and feedback from program participants is to encourage a survey. You can collect data at the beginning or end (or both!) of the program session. While digital surveys are great, passing out a brief paper copy with pens will encourage patrons to compete the survey right then. 

Of course, it is up to you exactly how you want to collect your data. Feel free to get in touch with State Library staff if you need any help developing a data collection scheme.

Remember, statistics and data reporting is due every Friday by 5 PM. 

Lifeliqe is a provider of high-quality educational VR models and experiences designed to be integrated into curricula.

VR removes barriers between the subject and the student. With the latest computer graphics and running on HTC Vive, the Lifeliqe VR Museum allows K-12 students to understand complex science concepts and make the learning process of STEM subjects more effective. The full Lifeliqe VR Museum includes over 1,000 interactive 3D models and 20 virtual experiences. The Lifeliqe VR Museum app is aligned to NGSS and Common Core and covers the following subjects: life science, earth & space science, physical science, mathematics, and social sciences.

And it's not just a cool new trend - students are more engaged with VR content than traditional learning methods. After using Lifeliqe content in schools:

  • 86% of students improved their test scores 
  • 97% of students got more engaged in lessons
  • 98% of students understood difficult topics better

Lifeliqe content is the ideal content to bring to school librarians and teachers during the Libraries = Education portion of this pilot project. Libraries = Education is a strategic partnership between Nevada XR pilot libraries and their nearby school system(s), school librarian(s), and teachers. Here's what we're thinking:

  • Make a connection with a high school librarian, to work with students aged 13-18. 
  • Invite the school librarian to the public library for a demonstration, or take the VR to them. 
  • School librarian makes a connection with a science teacher for a project that can show outcomes. Devise a way to implement Lifelique content into existing science curriculum parameters, either as extra credit or a supplemental classroom activity. 
  • Use surveys to measure outcomes. 

The VR Museum of Fine Art is a free VR experience which transports you to a fully virtual Museum of Fine art with 1:1 scale reproductions of paintings and sculptures. In addition to downstairs and upstairs lobbies, there are six exhibits including Across Civilizations, Qin Dynasty Terracotta Army, The Great Buddha of Kamakura, Pieta: Religious Masterpieces, The Aeneid, and Busts. Browse the realistic art museum space, moving between life-size renderings of famous artwork. Because this experience is in room-scale, you can walk around, duck under, and even hug the artwork. There's no glass or rope barriers to keep you from the art, so feel free to get up close and personal. Informative glass plates are placed next to artwork to provide key information and context. For more information including program ideas for this app, visit this blog post. 

The Body VR: Journey Inside a Cell is a free, narrated, on-rails VR experience that transports you Magic School Bus-style inside the human body! Travel through the bloodstream on a guided tour and discover how blood cells work, spreading oxygen throughout the body. Then ender one of the cells to learn how all the moving parts work together to fight deadly viruses and keep us healthy. The whole experience takes about 12-15 minutes and is quite engaging. This app is a great way for patrons young and old to visualize the circulatory system and role of cells in the human body. For more information including program ideas for this app, visit this blog post. 

The Night Cafe: A VR Tribute to Van Gogh is a free, immersive VR experience which allows you to explore the world of Vincent Van Gogh first hand. This one VR cafe captures elements of several Van Gogh paintings, including The Night Cafe, Sunflowers, Van Gogh's Chair, and Starry Night. The experience begins with the user looking at the Night Cafe painting. Slowly, the user moves closer to the painting and then they're in it! For more information, including program ideas for this app, visit this blog post. 

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