VR stands for Virtual Reality. It is part of a new wave of tech referred to as "Extended Reality".
Virtual Reality offers:
A completely digital environment
A fully enclosed experience with no sense of the real world
It is important to note that this immersive technology is not limited to students wearing headsets in the classroom. There is also Augmented Reality (AR). This is when the real world remains central but is enhanced by the virtual world.
But I am going to be focusing on VR and how it can be used in the classroom, its benefits, and its drawbacks.
Current students (but not all) are at an advantage with new VR technology because many are 💡 digital natives.
Generates more questions and engagement from students → students can "go" to places that would otherwise be unfeasible to experience in school. VR allows students to open up to the world around them and question things outside of their "bubble".
Bridging the gap between imagining and visualizing → some students have a hard time conceptualizing if they do not have a physical point of reference. VR gives access to students to experience in perfect scale how something would look.
💡 Gamifying the Classroom → to gamify a classroom means to add elements of a game like a leaderboard or a point system to encourage students to "level up". VR gives access to educational games that make the school work more fun.
Costly Technology → these VR headsets are very costly and not realistic to have, or example, a class set of VR headsets. It would be even harder to have this technology in classrooms in low-income areas.
Losing Human Connections → Students tend to be more isolated when using VR because of how it is an individual, immersion experience. It leads to less interaction between students and peers and students and teachers.
An excuse to not enter the "real world" → VR can be great because of how students can experience the world from their classroom. But does that mean that students are not getting a well rounded experience? It can limit the amount of field trips stud-nts can go on.
I can see the advantages of using VR in the classroom. In ECI 201 I was able to use an Oculus set and a Viewmaster to test the VR waters. I had a difficult time controlling some of this tech but I think with practice and exposure it would begin to come naturally. My concern with VR is that it would shut students off from a lot of real world experiences and make leaving the classroom irrelevant which would be a wasted opportunity.
This is an amazing tool for gamified learning in the classroom. I was fully immersed in the Lost Recipes world. At first, it was difficult for me to figure out the controllers but once I got the hang of it it was a lot of fun.
I think that this would be a beneficial tool to use as a special privilege in the classroom. It is expensive technology but if students could earn time to use it I think it would be highly motivating.
I used this tool to take a virtural tour of the Smithsonian Museum. Which is something I would never be able to do on a random Monday in school. It allowed me to opportunity to peek into a place I had never been before.
This technology was not as seamless as the Oculus device and was less immersive.
Below are two TedTalks (one of my favorite learning tools) about for AR and VR are changing education.