Back in 2016, I got a free Occulus headset with my new Samsung Galaxy phone. The first time I used it I knew it'd be a great way for my students to learn. Since then I've used that original Occulus, the Mattel Viewmaster VR viewer, Google Cardboard, and the HTC Vive. Even with this experience, I still feel like I've only just touched the surface of what can be done with the technology.
Here are some ways I've incorporated VR into my maker education:
When learning about the solar system and the planets we used the various VR apps to explore the planets and learn about their attributes. These experiences were really valuable for teaching kids the size differences between the planets and the distances between them.
We used constellation VR apps to explore the constellations in class together, learning to identify the formations and prominent stars. Then students went outside at night at home to identify the constellations in the night sky, based on what they learned. They also used AR apps like SkyView to aid them in identification. I hosted stargazing events at the library using SkyView as well.
One of our favorite NJ Makers Day activities at the library was using Google Cardboard for families to explore. Each year we set up a kiosk with Google Cardboard and suggested apps. Families could use their own smartphones with the Google Cardboard to ride roller coasters, explore Egypt, soar through the solar system, or trek through a jungle. For our 2020 event, which ended up canceled due to COVID, we selected a featured city for the branch (New York, Paris, London, and Shanghai). There was a group Lego build of a famous building from each city planned for each branch. And each branch had Google Cardboard ready for participants to visit their featured city using Google Expeditions. Maybe in 2023, we'll finally be able to enact that activity. I did similar programs for the Children's Museum of NJ.
We also held several programs at the library where participants used the Google Cardboard Camera app to take photos of the library inside and out and then created a VR experience from the panoramic photos, which we then shared on our website.
Based on previous programs, when the library closed due to COVID, I created many "Beyond Book" bags featuring technology from the makerspace that patrons were able to check-out and use at home. An obvious choice was Google Cardboard, which I paired with the book, The Google Cardboard Book: Explore, Engage, and Educate with Virtual Reality.
Though not typically thought of as AR, we frequently set up a green screen in the library makerspace and used an iPad app for kids to see themselves in a new place. This was especially popular for our May the 4th events when patrons got to place themselves in iconic Star Wars scenes. We have a Canon Selphy printer so that we can print photos for them to take home as keepsakes. We've used the same process for kids making "new reports" for classes and for Mother's Day family photo events. The ability to see yourself in real-time in the greenscreen environment adds a lot of impact.
At the library, we used the HTC Vive system to host events for patrons. Often kids gravitated towards the gaming aspects, with Marvel Universe and Star Wars games being the most popular interactive experiences. Being immersed in a story was always exciting. We also hosted senior-only events. These participants often were interested in visiting historical sites in other countries using virtual reality or using Google Earth to fly above the area and search for local landmarks. These events were my favorite because we often had folks with mobility issues attend. It brought them great joy to be immersed in a location and be able to move through it, even if they couldn't physically do so. I will never forget a gentleman who asked if he could ski. He was in a wheelchair now, but in his youth, he'd been an avid skier. We found an app and he got to slalom down the side of a mountain again, laughing all the way.
I personally enjoy the Morphi app and have used it with students. It's unique because it allows you to design using CAD on a tablet and then you can use AR to see that item you designed in whatever space you want. This is really helpful when designing a repair part, for example. But in general, it's really exciting for kids to see their item realized in that way, especially if you aren't able to print every creation from students. The app had the ability to add colors and texture that make it very engaging for budding graphic designers.
Some concerns about VR and AR technology are important to consider as well. The most obvious is that you want to limit the time children use VR, as it can cause disorientation and headaches. It's also vital to plan the area in which you intend to use VR. Especially for apps that require movement, you want to have a space blocked off and marked clearly. It is also very helpful to have a spotter available at all times so that participants aren't injured. Planning carefully for safety is necessary for VR events.
From a practical standpoint, one of the biggest limiting factors for using VR and AR for me has always been access to tablets or smartphones. While they can seem ubiquitous, the truth is not everyone has a phone able to use these apps, which require a lot of processing speed and memory as well as a stable internet connection. Though the cost of such devices is dropping and many schools have increased access to them, out-of-school can programs can face challenges with simply having the technology for participants to use. It's good to see libraries investing in these technologies and loaning them to patrons.
When it comes to the VR technology itself, there is obviously a wide range of price points. Google Cardboard is cheap and easy to put together, but I have had trouble with the velcro and rubber bands that do not always hold the phone securely, especially as phones get bigger and bigger. It also doesn't have a good trigger mechanism, which means some apps, especially more interactive ones where you need to navigate menus, can be frustrating to use. Commerical VR headsets aimed towards kids make the user experience easier but tend to push users towards their proprietary content. Of course, from a teaching perspective, that gatekeeping can be helpful as it provides security because you know exactly what content students are exploring. Honestly, not all Google Cardboard apps are created equally, so sometimes you want content that is nicely curated by topic and reliably produced in a consistent way. As for higher-end systems, they can be both expensive to purchase and require considerably more setup and maintenance to use effectively. Most teachers don't have a 12x12' space they can leave set up with motion sensors and such, so they need to break down and set up something like HTC Vive, calibrating it each time and keeping all the software and games updated. That said, they do provide the most immersive experience, making them the most engaging option. I'd love to see these kinds of systems adopted for library systems or school districts and shared so that kids can explore the technology. Then it can be paired with something like Google Cardboard Camera or the Morphi app to encourage students to become creators once they have been inspired by the high-end experience.
This is something I want to incorporate more into my programming. I want to focus on giving students the tool they need to create new content rather than consume educational or entertainment content created for them.