"Virtual reality is a type of the metaverse that simulates the inner world. Virtual reality technology includes sophisticated 3D graphics, avatars, and instant communication tools. It is a world where users feel that they are entirely in a virtual reality. Virtual reality is often described as the other end of the spectrum containing mixed reality and augmented reality " (Key et al., 2021). However, in thinking about VR in the classroom, how can we, as educators, use VR to improve students' learning?
Examples of Virtual Reality
Often times, when we think about virtual reality, most people think about the ways in which digital content is integrated with the user's real world environment. People often use VR gaming systems as a way to connect with the virtual world and interact with virtual gaming applications. However, VR systems can do much more than provide entertainment. Aside from its eclectic range of gaming applications, there are many ways VR can be used to enhance the learning of our students. Providing opportunities for more hands-on learning is just one example of how VR can improve our students' critical thinking and problem solving skills. Below are several examples of how we can incorporate VR in the classroom.
One example I selected is Oculus--a widely used VR headset that provides the user with immersive graphic experiences. In this regard, Oculus could be used for educational experience as it creates learning opportunities through its virtual and graphic visuals. It creates immersive spaces that students are unable to access outside of the virtual world--such as past and future eras and dangerous environments. The headset also contains apps, such as language learning and prisms math, that could be useful for classroom curriculum. As I was using the headset, I could access the 3D world and the many different environments it offers--which is something students can select as they use the headsets. There were many applications I found that could be used across the curriculum. One app that I found that could be particularly useful for independent learning is Mondly-- a language practice app in virtual reality. You can select various levels, depending where you are at in terms of your language learning, and practice how to say and pronounce words independently.
Here are some recommendations when using VR in the classroom:
Make sure students have a lot of room to move around in while using the headset
Students should use the strap on the controller
Student can gain immersive experiences of times and space that cannot be accessed in the real world, such as past or future eras.
Practice can be performed through virtual simulation in environments that are difficult to produce due to high costs and high risk (e.g., fire scenes, flight control, dangerous surgery, etc.).
Students can use virtual classroom environments and experiences to improve their critical thinking skills, problem solving skills, and learning skills necessary for the real world
These apps provide students with the opportunity to engage in VR activities group mode, where they can play games together or collaborate in group discussions/meetings with other users. They also have the opportunity to engage in such activities independently. The websites below introduce us to the ways in which VR can be used in the classroom, and why it might be necessary (as highlighted above). For example, at Columbia University, professors are creating and using virtual reality tools to help students gain empathy across racial lines, learn dentistry techniques and examine molecules in 3D.
Overview of Virtual Reality
Virtual Reality is one of the many ways in which students can access the metaverse and gain a learning experience like no other. Below are various components of virtual reality that can help us create a better understanding of its use outside of the classroom.
Definition
"A virtual world build with digital data"
"It is characterized as an internet-based 3D space that multiple users can access simultaneously and participate by creating an avatar that expresses the user's self.
This definition helps us understand its features and how we could apply it in a classroom setting
Ex. 3D space that multiple users can access simultaneously allows students to interact with each other and work together on projects in the metaverse
Application + Features
"Based on interaction activities between avatars that reflect the user's ego"
Students have the ability to choose what they want to learn and what apps they want to use to facilitate that learning. It could be used for independent learning just as much as it is used for interactive learning.
Use cases
Second life
Minecraft
Roblox
Zepeto