How can your library help you? Click to find out!
An all-in-one virtual reality system, the Meta Quest 2 allows you to be immersed and interact in experiences beyond the walls of our school!
Explore the International Space Station, tour the Anne Frank House in Amsterdam, or walk in the rainforests of Borneo! We have 13 headsets!
Don't invade a person's space when they are immersed in VR.
Only use the headset indoors and don't set it in direct sunlight!
Don't touch the lenses with anything but a dry microfiber cloth (provided by Mrs. Sarko)! No liquid!
30 minutes at a time is the recommended amount of VR play per session to avoid eye strain. You can lose spatial awareness of the room around you, too. If you feel dizzy or nauseous at any point, remove the headset. Some people (1 in 4000) have may have severe dizziness, seizures, eye or muscle twitching or blackouts triggered by light flashes or pattern. Safety Booklet
Adjusting Headset
Setting Boundary
Wearing Glasses
New to VR? Play "First Steps" to get to know your controllers in this short experience that showcases the power of Oculus.
If the waiver is signed in OneView, you may use the VR headsets in the library. Please do not change settings or sign in with personal accounts. Do not install apps/games without permission; email Mrs. Sarko to make a reservation.
Search the VR 360 Channel for educational videos. Email Mrs. Sarko links to be approved and added to our custom VR playlist!
Browse the Quest store yourself, and email your requests to Mrs. Sarko! Our devices are called "Quest 2." Educational apps take precedence!
While you are using the Quest, you can cast to a Clevertouch or TV so others can see what you're experiencing in real time!
With our 13 Meta Quest 2 devices, you can easily rotate students through experiences in partners or small groups.
Course-Related Demo - The librarian guides your entire class through a Quest app that is related to your curriculum using a student to demonstrate; not all students will try the activity individually, however, they'll all learn from the screen-casting.
Independent Quest - The teacher reserves space in the library and sends one group of four students at a time to experience a Quest as part of a larger assignment; the remaining students work towards a related goal in class.
Whole Class Quest - The entire class comes to the library to use the 13 VR headsets simultaneously; partners take turns switching between two roles: observer (wearing the headset) and recorder (noting observations).
Other ideas? Let's collaborate and see how VR can work in your class!
By default, teens 13+ are only able to download apps in the Meta Quest store that are age appropriate, and all other apps are blocked.
The Oculus Quest 2 battery lasts for about 2 hours of gaming (a bit longer for other activities) and takes about 2.5 hours for a full charge. So if it’s run out of charge completely, expect over an hour’s charging to get an hour of game-play. However, we can plan to charge headsets during mini-lessons at the start and end of each class period.
Explore The New York Times framework for teaching with VR. Skim through their model lessons to find ways that students can demonstrate their learning. Their journalistic VR videos create a visceral experience, foster empathy, and make abstract concepts concrete.
This project was funded through grants from the State Library of Ohio & the National Education Association Foundation (written by Andria Morningstar-Gray, fomer LHS Library Media Specialist, & Elisabeth Miller, former LHS English Teacher).