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Virtual Reality in the Classroom

Published on Dec 05, 2015

A quick presentation of ways VR is currently used in education as well as a sneak peek at emerging technologies.

PRESENTATION OUTLINE

VIRTUAL REALITY

BY ANDRIA MORNINGSTAR-GRAY
Photo by DanieVDM

Why Virtual Reality?

  • "3D virtual learning environments are far more than mere games . . . their potential to engage students, personalize curricula and develop higher-order thinking skills is worth the fight against fears of time wasting, questionable online influences and doubts about educational value.
  • (Wheelock & Merrick, 2015)

Interactivity

is Key
According to Tiene & Ingram (2001), "Virtual Reality (VR) is a term used to describe a computer application which uses computer graphics images, often with accompanying sound, to animate a simulation of some phenomenon or setting, with which the user can interact."

Possibilities

  • Simulations--visualize real world experiences recreated in detail
  • System Models--actively experiment, see results of changes
  • Environments--recreate whole worlds, times, and environments

More Possibilities

  • Training--face challenges, solve problematic situations, practice skills without real consequences
  • Collaboration--socialize and collaborate to create and analyze

Experiential

Seeing and doing lead to understanding
Abstract concepts that students have trouble visualizing can come to life where traditional instruction may fall short: "VR has the capability of immersing pupils in a certain type of environment and allowing them to get an immediate sense of this world, one that would be impossible to attain by just reading or talking about it. Experiencing something can be much more exciting and instructive than simply discussing what it might be like"
(Tiene & Ingram, 2001).

The Future is Here

VR FOR YOUR CLASSROOM
Educators are already integrating virtual reality technology in meaningful ways to support learning and motivate students.

minecraft

Build a world
The best selling video game of all time, Minecraft has unlimited potential for learning. Besides leveling up student engagement, Minecraft gives students the chance to explore and analyze ready-made worlds, like ancient Egypt. Better still, students can collaborate to create their own history simulations in settings they have recreated from research. Teaming with Microsoft, MinecraftEdu provides curriculum units, server hosting, and teacher forums to support educators as they get started.
Photo by kenming_wang

Explore and Create

Wheelock and Merrick (2015) outline Minecraft's potential: "Students can and do visit virtual environments to view and analyze, evaluate and create content. Hmmm. Aren’t those actions the highest-order performances linked to Bloom’s Taxonomy? Most virtual environments also allow for amazing collaborative opportunities where groups of people can build together.
For another perspective, watch this video:
https://youtu.be/UHPFSijPsvc

More Info?

  • Virtual Education Journal, June 2015
  • MinecraftEdu Resources
  • The Minecraft Teacher

World of Warcraft

Role-Playing Realm
The most popular massively multiplayer online role-playing game (MMORPG), World of Warcraft is graphically rich, but so is its narrative. Connections can be made to the hero quest in literature like this complete curriculum guide: http://wowinschool.pbworks.com/f/WoWinSchool-A-Heros-Journey.pdf
Races collide, decisions are weighed, wars rage, and economies tumble in this virtual world that promises to be an engaging lesson in business or economics or social sciences and beyond.

WoW! Critical Thinking

Confused on how to get started? Try watching this webinar (an hour long, but very helpful in detailing the ins and outs of how to set up WoW in your class):

https://www.youtube.com/watch?v=Zne3S2Zwg_c

For more info, the best place to start is the Inevitable Betrayal website, home of a guild of educators devoted to educational gaming:

http://inevitablebetrayal.shivtr.com/pages/weekendwebinars

google cardboard

A New View
Google Cardboard is an affordable way to view virtual worlds through a 3D lens paired with smart digital devices. A range of apps are available at reasonable prices, and students can build their own cardboard viewer or purchase one online. The experience is reminiscent of the low-tech ViewMaster stereoscope toys, but can be an engaging way for students to step inside a topic. Students can see the Great Wall of China or glance around Mars "first hand!"
https://www.google.com/get/cardboard/

VR on the Cheap

Watch the video to see how students experience this high-tech, low-cost VR tool in real classrooms. Videos and images come to life, (not through full immersion), but one student said, "It brings the lesson to you."

https://youtu.be/tNE0v4MOr90

According to Scott Stein of CNET, a "school-targeted kit called 'Expeditions' includes pairs of foldable goggles, and all the rest of the gear needed to bring your class to places in full panoramic 3D."

THE FUTURE IS near

COMING SOON
Upcoming releases of cutting edge technologies might take a while to reach schools, but these virtual reality innovations will eventually trickle down to impact education in powerful ways, mainly by providing experiences that would otherwise be impossible.

zSpace

Manipulate to learn
Wearing glasses and wielding a stylus, students can manipulate 3D objects that appear to hover above the desktop monitor. Geared towards STEM learning, students can dissect a frog, reassemble an engine, or peel back the layers of a cell to look inside. With a focus on learning by doing, zSpace promises a hands-on learning experience. Pricing is in the works for education and software will align to curriculum standards.

http://edu.zspace.com/

zSpace in Action

Watch this quick video to see zSpace in action . . . "seeing is believing!

https://vimeo.com/131793075

hololens

MIX REALITY WITH THE VIRTUAL
Building on its Kinect technology, Microsoft's Hololens mixes the virtual environment seamlessly with reality. The physical world becomes your desktop: "Holograms mixed with your real world will unlock all-new ways to create, communicate, work, and play." This may be the epitome of ubiquitous computing. Imagine a student building a whole Minecraft world "on" a table in the library, and other students joining in a multiplayer exploration of medieval England.
https://www.microsoft.com/microsoft-hololens/en-us

Mixed Reality

Still confused by holographic computing? Watch the video to discover the possibilities of mixed reality:

https://www.microsoft.com/microsoft-hololens/en-us?video-url=vdeHHP

OCULUS

Experience Full Immersion
Oculus Rift promises a full immersion experience through sight, sound, and touch. While still in a prototype stage, this technology recreates the feeling of "presence," meaning users feel as if they are actually in the virtual world. Imagine students exploring the Colosseum in ancient Rome or "walking" among endangered coral reefs underwater without ever getting wet.

https://www.oculus.com/en-us/rift/

"Students simply need a catalyst, a muse if you will, that inspires them or serves as a focal point for learning things such as reading, writing, and math" (Gillispie, 2011).

Virtual reality meets students where they increasingly live: online in a digital world. It can be the catalyst that makes classroom learning meaningful, that motivates, that inspires.

Virtual Reality

Choose Your Adventure!
Still not sure VR is for you? Check out the Virtual Outworlding Blog to see how these technologies work for students. A huge list of upcoming conferences, VR museum tours, content by subject area, and links to research-based articles might convince you.

http://virtualoutworlding.blogspot.com/2012/11/kit-edu-education-in-virtual...

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