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Monday Morning Ready06.08.2015
Jumpstart Your Week!

Virtual reality is creeping into our world. Once seen mostly as a tool for alien-blasting gamers, now movie studios, television producers and artists are adopting the technology. It immerses people in faraway realms. It uses bulky goggles, house-sized domes and smartphones. Entering a virtual world means that users who look left, right, up or behind experience an alternate environment... < read more >
DISCUSSION QUESTIONS
Grade 3-4

What do you think you would like most about watching a movie in virtual reality? What would you like least?

Grade 5-6

Why would promoters worry that certain types of virtual-reality experiences could make people sick? How could that be prevented?

Grade 7-8

According to the article, studios have used virtual reality to promote horror flicks and action movies. Art students used a dome to create a psychedelic experience. What type of virtual-reality world would you most like to be immersed in? Why?

Grade 9-10

According to the article, makers of the Rift headset hope that virtual reality becomes a technology that "truly changes the world." Do you think shooting movies with VR film could help make that happen? Why or why not?

LESSON PLAN
Create a virtual reality experience / Write a marketing plan

PROCESS:

  1. As a class, discuss what virtual reality is. Encourage students to describe virtual reality experiences they’ve had.
  2. Invite students to identify their favorite books or movies. Brainstorm ideas about how virtual reality could be used to promote these items to the potential customers.
  3. As a class, in groups, or with a partner, instruct students to select one book or movie. Challenge them to outline a promotional campaign for this item that contains a relevant, meaningful virtual-reality experience. Encourage students to critique one another's ideas. If necessary, prompt conversation by asking questions such as: Is the virtual-reality experience relevant and meaningful? Will the experience attract the target audience? How can it be expanded to entice other audiences to read the book or see the movie?
  4. Once students have a solid outline in mind, challenge them to illustrate their ideas. Then have them draft an overall marketing plan for their book or movies. Remind students to explain how the virtual-reality experience will be incorporated into the plan.
  5. Invite students to share their marketing plans with the class.

ASSESSMENT:

Review each plan. Encourage students to describe their virtual-reality experiences. Assess how well each idea is depicted in the illustrations. Challenge students to explain why each experience is a relevant, meaningful way to promote the film and how it fits into the overall marketing plan.

CUSTOMIZE THE LESSON:

Grades 3-4:
Conduct the activity as a class. Once the class identifies an idea for the virtual-reality experience, invite students to each draw an illustration. Compare and contrast the drawings to evaluate how students envisioned the experience. Encourage students to contribute ideas for promoting the movie. Work together to develop a more detailed marketing plan.

Grades 5-6:
Divide the class into small groups. Encourage each group to identify a movie and then conceptualize and illustrate a virtual-reality experience. Encourage group members to work together to identify additional ways to promote the movie as they develop a more detailed marketing plan.

Grades 7-8:
Divide the class into small groups. Encourage each group to identify a movie and conceptualize a virtual-reality experience. Instruct them to create a detailed storyboard outlining their ideas. Encourage group members to work together to identify additional ways to promote the movie as they develop a comprehensive marketing plan.

Grades 9-10:
Divide the class into pairs. Instruct partners to identify a movie. Encourage them to conceptualize a virtual-reality experience and create a detailed storyboard outlining their ideas. Instruct students to identify additional ways to promote the movie as they develop a comprehensive marketing plan. In their plans, challenge students to identify how they could best use social media to make people aware of their virtual-reality experience and entice people to see the movie.

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