Virtual Reality: Step into the Future

The intention of this week’s blog was to discuss a piece of educational software or media  and do an in-depth analysis of its potential and drawbacks in a classroom setting.  Since we presented this week, I had already done quite a bit of research into Kahn Academy and its ability to aid teachers in flipping their classrooms.  Since most of my limited readership has already been forced to listen to me for a full hour, I will look into a piece of tech/software that I think is very cool.  The idea of virtual reality is not something new but it is becoming more accessible.  In fact the New York Times just released a new film that can be viewed using a smartphone and Googles cardboard VR headsets.  Using a pre folded piece of cardboard, a smartphone, and Google VR Apps/Software, virtual reality can be brought into the classroom for little to no cost.  This is especially true for schools with higher socio-economic status due to the fact that most students will have their own devices to use with the viewers.  The possibilities are really endless when it comes to these virtual field trips.  However, are students simply consumers or can they interact in these virtual worlds?

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Many of the Google expeditions are based on the core sciences/social sciences and provide a different perspective to traditional textbook and lecture teaching.  Not only that, students can also capture and create their own VR experiences to share with their classmates and with the rest of the world.  Take Unity 3D as an example.  In this platform students can not only use an avatar to explore Egyptian or Mayan ruins, they can also build and create their own virtual representations to be explored by others.  In WiloStar 3D, students can take virtual secondary and post secondary courses in virtual environment using an avatar to interact with other students and professors.   Using the IOS or Android Apps from Google, sound and images are recorded in sync for others to enjoy in 3D.  Here are some other virtual worlds with an educational theme or focus:

It seems as if the rise in VR technology has pushed it into the mainstream.  Even in the 600th episode of The Simpsons, VR will make an appearance in the couch gag to open the show.  During the gag, a URL will appear on the screen which will direct viewers to the Google app in which they will be able to use their VR Cardboard viewers to enter the world of the Simpsons.

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The headsets can be ordered from Google or you can try your hand at making your own following the directions in the video below.  Here is the link to the template needed to make your very own headset.  With such an affordable tool, the possible benefits for students are many.  With the teacher as a guide, students can now visit world heritage sites, ancient ruins, archeological digs and much more.  Students can explore, analyze, discuss and get a true experience of what it’s like to be in these amazing places.  This software seems like it fits very well in the constructivist/connectivist school of thought in that it offers choice and freedom for students, allows them to build on preconceived knowledge, allows discussion and social interaction, and engages students in a meaningful way.  In addition, students will be able to interact with vivid objects in a sequential pattern that will mimic real world experience.  This will invariably lead to deep and meaningful learning experiences for students because they will see the effects of their chains of decisions within the VR app.

There are numerous advantages of using VR in the classroom and this technology may hold the key to the reason why our current system still sees many students falling through the cracks.  As William Win stated, “Since a great many students fail in school because they do not master the symbol systems of the disciplines they study, although they are perfectly capable of mastering the concepts that lie at the heart of the disciplines, it can be concluded that VR provides a route to success for children who might otherwise fail in our education system as it is currently construed.”  A second advantage of VR in the classroom addresses the all too familiar problem that arises when some students have mastered concepts being taught while others need remedial support.  VR allows students to literally become participants in their own learning which inevitably boosts motivation.  According to Dr. Veronica Pantelidis, “virtual reality allows students to progress at their own pace without being held back at a class schedule while also motivating them to learn.”

As an example, here is a tour of the amazing and historical Buckingham Palace.  On the screen you can click to move your view around the room as the tour is happening.  Using a VR headset, you can tilt your head to look around the room and advance to explore things you see or hear in the tour. Active rather than passive experience is a key benefit to VR in the classroom which is just one of many possible benefits including;

  • Immersive experience means no distractions
  • Immediate engagement: useful in today’s world of limited attention spans
  • Exploration and hands on approach aids with learning and retention
  • Helps with understanding complex subjects/theories/concepts
  • Suited to all types of learning styles, e.g. visual

So, why aren’t we all rushing out to spend money on this new technological trend?  Simply put, the recent rethinking of Ipads in the classroom has school divisions reevaluating what educational technology should look like.  Cost is a huge deterrent as well, even considering Google cardboard.  Finally, it is also clear that the technology may not lend itself as easily to teaching in some subject areas and depends on BYOD policies that can be problematic for some schools and impossible to implement in others.  Despite all of this, I do think that we will begin to see more VR in classrooms as costs come down and VR software specific to curricula is built.

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What do you think?  Is virtual reality the next trend in educational technology?  Let me know in the comments section below.

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2 Replies to “Virtual Reality: Step into the Future”

  1. I had no idea that you could turn your phone into a virtual reality device using paper or cardboard! This is definitely a game changer and I will have to explore this as a tool more in depth. Personally I find the videos that are 360 degrees to be pretty incredible and like that you can touch the screen to move the view of the video. With Google VR and cardboard it’s even better that students can move their head as if they are actually there looking at things. Can’t wait to read more about this!

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