Virtual Reality Immersive Expo

Reality Immersive Expo
6/19/17 from 10:00am – 4:00pm
Maine State Library

Register for the Expo (free) »

There have been many advances in technology that can provide educators with the tools to facilitate deeper learning of complex concepts, and provide students with a more immersive learning experience.

To help facilitate a better understanding of these tools and to bring Maine educators to the forefront of innovative education delivery, the Maine Department of Education and the Maine Sate Library have invited organizations that are using virtual reality in education to come and demonstrate their education tools on June 19th from 10:00am to 4:00pm at the Maine State Library.

There will be booths located in the atrium of the Maine State Library, and 30 minute presentations throughout the day by organizations, higher education partners, and local schools that have already begun to integrate virtual reality into their classrooms.

The intent of the day is to provide Maine educators with an awareness of these tools and to start encouraging innovative ideas about how virtual reality can be integrated into more Maine classrooms.

Presenter Presentation Time Location
York School Department 10:00am archives
Bates College 10:00am museum
UNE – The Alfred Lab 10:45am archives
History View 10:45am museum
Nearpod 11:30am archives
HP Inc. 11:30am museum
zSpace 12:15pm archives
USM – CI2LAB 12:15pm museum
Mount Desert Island High School* 1:00pm archives
UMaine – IMRE Lab 1:00pm museum
Maine Math and Science Alliance 1:45pm archives
ThingLink 1:45pm museum
Thomas College* 2:30pm archives
Apple, Inc 2:30pm museum

*Participant will only be presenting during the 30 slot – they will not be present in a booth throughout the day.

Download a PDF of the schedule »


List of Participants: 


  • Presenting: zSpace Learning Lab – zSpace combines AR and VR to create the ultimate learning experience. The zSpace Learning Lab includes a suite of educational software, hundreds of learning activities ready for integration into your curriculum, and zSpace all-in-one PCs.
  • Enhanced learning: Students racing to get to class? That was the scenario when Plainview-Old Bethpage Central School District in New York introduced zSpace, a virtual reality technology that allows students to create, test and experiment in an interactive, 3D world. For the 2014-15 school year, students learned science concepts using the zSpace STEM Lab, which consists of a set of virtual reality stations, each outfitted with an interactive stylus as well as a wide variety of educational software ranging from life science to physics and engineering. Now, at the tail end of their first year using the technology, teachers and administrators recognize that the excitement has led to more in-depth and engaged learning in STEM subjects than they have seen in the past.
  • Website:

York School Department

  • Presenting: Google Expeditions – Bring Your Lessons To Life. Imagine exploring coral reefs or the surface of Mars in an afternoon. With Expeditions, teachers can take students on immersive, virtual journeys. From Machu Picchu to Antarctica to the International Space Station – where will you take your class?
  • Enhanced learning: York School Department has run over 50 Expeditions through the 16-17 school year. Every time one is run, students rave about how they gain a new perspective of what is being displayed. Expeditions not only engage students to learn more thoroughly, but is also teacher led to ensure they stay on task.
  • Website:

Bates College

  • Presenting: Oculus Rift setup and their current easy workflow for creating VR tours of historically reconstructed buildings designed by students in SketchUp.
  • Enhanced learning: In the last year several faculty in the humanities have become interested in having students work with the 3D modeling tool SketchUp Pro to create digital reconstructions of ancient cities and buildings. These projects require students to explore ancient structures through primary and secondary sources, and to use that knowledge to bring them to life in 3D with modern software tools, like SketchUp. Virtual reality improves upon this by allowing students to tour their 3D reconstructions in a much more immersive way, experiencing them as though they were really there.
  • Website:

University of New England (UNE) -The Alfred Lab

  • Presenting: NN/LM Technology Grant for Embodied Labs Virtual Reality Experience: “Empathy Learned Through an Extended Medical Education Virtual Reality Project”
  • Enhanced learning: Descriptive data from the post-assessments showed:
    92% agreed or strongly agreed that this experience helped them learn about empathy, 88% agreed or strongly agreed that the experience helped them learn about macular degeneration from the patient’s perspective, 89% agreed or strongly agreed that the experience helped them learn about hearing loss from the patient’s perspective, 93% agreed or strongly agreed that curriculum that includes empathy training is important for their future career.
  • Website:
    Embodied Labs:
  • NN/LM NER Funding:


  • Presenting: Imagine taking your students to the Taj Majal, The Pyramids of Giza, the Washington Monument or the Great Wall of China. All from the comfort of your classroom.  Whether you have iPads, Chromebooks, Macs or PCs in your classroom – Nearpod VR works on any device. And by using our VR headsets, you can make the experience more immersive.
  • Website:

HP Inc.

  • Presenting: Regardless of whether it’s in a classroom, lab or library, Sprout Pro prepares students for next-gen careers and elevates instructional techniques by engaging with immersive blended reality and STEAM experiences. With its dual touch interfaces, 2D and 3D scanning and digital inking, Sprout Pro enhances and improves the way educators and students interact with technology.
  • Enhanced learning: Sprout is not a VR solution, but it incorporates 3D imaging and there are many apps that work on the Windows 10 operating system, which Sprout runs on, that incorporate VR.  The following video showcases a school using Sprout, talking about how it has enhanced their learning experience:
  • Website:

UMaine IMRE Lab

  • Presenting: HandWaver is a gesture-based virtual mathematical making environment where learners at all levels can use their hands to act on mathematical structures directly, without mediating their intuitions through equations, keyboards, or mouse movements. HandWaver allows learners to make, modify, measure, and explore mathematical objects in a virtual three dimensional space.  We developed HandWaver to increase access to meaningful mathematical experiences for all learners.
  • Enhanced Learning: HandWaver was developed by the Immersive Mathematics in Rendered Environments (IMRE) Research Lab at the University of Maine. HandWaver combines aspects of dynamic geometry in virtual reality with new modes of building mathematical objects, such as the ability to use one’s hands to stretch objects between dimensions or revolve objects to create surfaces and solids. Our mission is to explore how new modes of interacting with virtual objects can transform mathematics education.
  • Website:
  • Youtube:

Thomas College

  • Presenting: The Center for Innovation in Education at Thomas College is working to design AR/VR learning experiences that involve the vibrant immersion and engagement factor found in educational game design. Two educational game design courses teaching these ideas and skills to future teachers have been added to the education major curriculum in the new School of Education at Thomas College.
  • Enhanced learning: How do great scientists, technologists, engineers, artists, and mathematicians often see the world? Through metaphor. One of the pieces that Ted Prawat, Assistant Professor of Education and Design Center Director at the CIE, has been experimenting with in this direction is using metaphor to look at the big ideas found in science and art by creating an idea card library for classroom teachers that utilizes AR.
  • Website:

Maine Math and Science Alliance

  • Presenting: MMSA will be showcasing a variety of augmented reality tools including ARIS and EcoMobile examples and discussing how these innovative tools are a magnificent fit for Maine’s rural schools, specifically pairing place-based pedagogy with student-led and designed AR and VR.
  • Enhanced Learning: When one thinks about rural schools, they may not necessarily think about innovative technology use in the classroom.  But throughout Maine, some of the most remote classrooms are forced to take a risk and build on the technology available to them to create fun, interactive, and meaningful learning experiences.   AR and VR are still finding their way into Maine’s classrooms, but in some classes and afterschool learning environments students are on the cutting edge of science communication as they use and design AR environments to share place-based knowledge about their community.

Mount Desert Island High School

  • Presenting: HTC Vive – Integrating the use of VR in high school. See how Mount Desert Island High School has been aligning and exploring the use of the Vive to enhance learning opportunities. We will cover existing applications in science, math, language arts, social studies, visual arts, and how coding and 3D design intersect with VR to inspire student design. We will also cover the costs and set up considerations for room-scale VR in the school setting.
  • Enhanced learning: MDI High School’s primary use of the Vive system has been to serve as a prototyping medium for their Intro. to Design Thinking course. Students in Computer Science courses are learning to use Unity to design custom VR environments which will provide a means for adapting the use of VR to align with specific learning objectives.
  • Website


  • Presenting: Thinglink is a cross-platform tool that allows teachers and students to create interactive virtual reality lessons, field trips and student projects for teaching and learning. Users easily add tags with text, images, audio, video and Google Docs on top of any 360 image to add an interactive layer of learning that engages students like never before. ThingLink is a game-changer in education because it moves students from passive consumption to active engagement, allowing them to achieve the highest levels of deep learning.

Apple Inc.

  • Presenting: AR/VR sandbox environment that is already present in the hands of tens of thousands of K12 students and teachers across Maine today, Apple’s core technologies, both macOS and iOS, uniquely support engaging areas of interest.During their 30 minute presentation they will present, Apple’s ARKit -Possibilities for Learning. Recently announced at Apple’s World Wide Developers Conference, ARKit opens up a virtual world of possibilities. They will take a quick look at what is possible, and then engage with participants around the possibilities for education.
  • Enhanced learning: On May 25, 2017 Apple’s Maine and national teams supported the Maine DOE’s 14th Annual MLTI Student Conference where students had the opportunity to attend Apple workshops like “Your World in VR” and “Aerial Videography with Drones”. Students reported that the workshops were “though provoking” and “fascinating”.


  • Presenting: HistoryView VR is the educational platform for teachers & students to access 3D Virtual Reality Field Trips powered by Matterport.
  • Enhanced Learning: Working with museums and historical sites, HistoryView is able to share local historical experiences and bring history to life for classrooms worldwide. In connection with Matterport’s state of the art technology, HistoryView is able to create virtual reality field trips for education and digitally preserve anthropology. HistoryView VR is currently working on multiple virtual reality and augmented reality projects with Merge VR, VIAR360, Edorble, and Gener8.
  • Website:


  • Presenting: The CI2 Lab develops individual and group creativity in an open concept, experiential learning environment. They will be sharing two student projects, a VR Art Gallery and a Game and AR project.
  • Enhanced Learning: Participants develop creative problem solving, critical thinking and marketable skills that foster innovation and community engagement.
  • Website: