Dive more into the potential of VR by reading Immersive Virtual Reality: The Next Frontier for Education
Virtual reality (VR) means experiencing things through our computers that don't really exist.
Virtual reality immerses a person in a digital 3D environment, instead of watching on a display. Computer-generated imagery and content aim at simulating a real presence through senses (sight, hearing, touch).
VR uses high-performance computers and sensory equipment, like headsets and gloves.
Virtual reality simulation requires two main components: a source of content and a user device. Software and hardware, in other words. Currently such systems include headsets, all-directions treadmills, special gloves, goggles. VR tools show realistic, natural, high-quality images and interaction possibilities.
Google Cardboards are an inexpensive way to bring VR into the classroom.
Google Expedition is a unique program from Google designed to bring educational virtual reality experiences into the K12 classrooms. “Google Expeditions enable teachers to bring students on virtual trips to places like museums, underwater, and outer space. Expeditions are collections of linked virtual reality (VR) content and supporting materials that can be used alongside existing curriculum. These trips are collections of virtual reality panoramas — 360° panoramas and 3D images — annotated with details, points of interest, and questions that make them easy to integrate into curriculum already used in schools.
There are HUNDREDS of Google Expeditions in VR and AR now available and shared on this spreadsheet. Here you can discover all of the virtual field trips that are available, as well as additional lesson plans and materials that are available and crowd-sourced from other teachers.
The Merge Cube is a inexpensive way to bring AR into the classroom. It works with any phone that can download the apps. Some, such as Mr. Body, is free and allow students to explore and learn the role of each body organ.