Week 7- Virtual Reality in Education

Virtual reality occurs when a simulation of our world (or completely imaginary world) is displayed on a screen, it uses high performance computers and sensory equipment, like headsets and gloves (What is virtual reality?). Using virtual reality in a classroom enables students to imagine and create fictional worlds, while fostering creativity and skills.

Pedagogical Implications

Virtual Reality can be implemented very effectively and positively throughout a classroom. It can be used throughout English as students could create a scene or image and from that image expand on it and write a narrative.  Virtual Reality has been around for a number of decades and includes diverse applications from realistic training simulations used by NASA to multiplayer 3D virtual worlds such as Second Life (Southgate, 2018). Throughout a science lesson the class could use the NASA simulation program to teach students facts about planets all while they are visualising and interacting with the simulation. It can also be used to teach students about the equipment used in space and show them around a space shuttle.

Virtual Reality is very simple to use and manage and can easily relate to any key learning area. It can be simply implemented in a class and easily be taught to students and teachers, as there is no to minimal training required. The implementation of virtual reality is essential for students, as they get a chance to try out different technologies in the classroom. It is also vital for teachers to try different teaching methods and techniques to cater to all students learning needs and interests in a class.

Figure 3: CoSpaces Edu program example.

Virtual reality through CoSpaces Edu, can also be used to foster creativity and incorporate coding. CoSpaces is an educational technology that allows students to build their own 3D worlds and code characters in them. Although virtual reality may seem like a very positive and enlightening experience it is very expensive to implement in a classroom and can lead to less human interactions and connections.

All images are my own unless otherwise stated.

References

Southgate, E. (2018). Immersive virtual reality, children and school education: A literature review for teachers. Available at: https://ericasouthgateonline.files.wordpress.com/2018/06/southgate_2018_immersive_vr_literature_review_for_teachers.pdf

Dede, C. (2009). Immersive interfaces for engagement and learning. science, 323(5910), 66-69. Available at: https://pdfs.semanticscholar.org/d1c8/3e93b9524b4a397b8041cdcd782ed3ac4a01.pdf

What is virtual reality? Available at: http://www.explainthatstuff.com/virtualreality.html

3 thoughts on “Week 7- Virtual Reality in Education

  1. Hi Abeer,
    Love the pictures and integration of your tutorial work. I very much agree with the benefits of VR that you have discussed, what do you think is the greatest limitation of VR in the classroom? It is a fantastic tool engaging students and increasing creativity, do you think that there are any other benefits of VR in developing other essential skills? I definitely agree that VR is great for differentiation, most VR programs are tailored for different learning needs, do you also think that?
    Great post!
    Best Regards,
    Alley 🙂

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  2. Hi Abeer,
    Great insight on VR!
    VR is unique, fun and engaging and it always leaves me wondering about how it all works. In terms of education, you’ve clearly shown how CoSpaces can be used to create 3D environments that potentially support the facilitation context-based learning experiences. For example, students could use CoSpaces to design a space environment to represent concepts about planets or even create a rainforest to showcase characteristics of ecosystems. I feel that with VR learning is not limited to creating as it also enables learners to immerse themselves in their own and other people’s creations using the headsets.
    One thing I considered while reading your blog was that the virtually-augmented environments within CoSpaces could lead to some misconceptions since students are in control of scaling the objects within the space. This might be something educators need to consider when teaching scale-sensitive topics such as ‘area’ or ‘distance’ in Mathematics.

    Cindy 🙂

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  3. Hi Abeer,

    This is a great post about Virtual Reality and how it can be integrated into the classroom to foster creativity and students’ individual needs and interests. There are hundreds of simulations that can be used to teach almost, if not all, KLAs. Through VR, students are learning in a way that is impossible in the real world. The NASA Space Simulation is such an authentic learning experience as it is impossible and impractical for students to actually sit in a spacecraft and launch into space. Students get to experience something that they may only experience once in their life, unless they grow up to be an astronaut of course. In the tutorial, I had a look at the Anne Frank VR Simulation Experience using the Oculus Go and it was a surreal experience. I can imagine using that in my future classroom in a history lesson where the students can learn about what it was like for a young Jewish girl to live in WW2. Keep up the great work.

    Also, on a different note, that girl in the VR headset looks familiar 😉 😂.

    Candy

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