EdTech, or education technology is an emerging branch of technology that focuses solely on new and innovative ways to enhance teaching and learning in a classroom. One newer piece of EdTech is VR/AR, or virtual and augmented reality.
In this months blog post we'll learn what the difference is between the two, what they do, and how they're being used in classrooms. And as per usual, answering the quiz at the bottom puts you in a drawing to win a free coffee from Tandem Bagel!
The two are incredibly similar in that they both show or allow users to interact with virtual elements in tactile and immersive ways. But where they do differ they differ very much.
Virtual reality is a simulation that is entirely computer generated. Basically, everything you see and interact with was graphically created. The point of VR is to simulate a reality. VR requires some hardware, mainly a computer and a VR headset with a controller of some sort. By wearing a headset you are fully immersing yourself in this virtually created world. Older version of VR headsets required multiple sensors to be placed around the room you would be using so that a bounding box could be created. This lets the computer and headset know the physical, real world boundaries with which you need to remain in order for the VR to work seamlessly. Newer models of VR headsets have these sensors built in and require the user to calibrate their bounding box in the virtual space while wearing the headset.
Augmented reality combines virtual elements with real world elements. AR is easier to pick up and use, as it does not necessarily require specialized hardware. For many AR games and tools, one only needs a smartphone. Where VR users are engaged and controlled within a system, AR users control their presence in the real world. Some examples of AR devices and applications would be smart glasses and the very popular Pokemon Go mobile game. Basically the idea is you use a device to view the actual physical world, i.e. your phones camera or the lenses of glasses, and the AR technology then overlays interactive virtual elements into the real space.
So funny gifs aside, there's a variety of vendors and ways VR and AR are being used in classrooms today. Just like with AI, VR and AR will continue to grow as an interactive medium, both in and out of classrooms. Below are some ways this Edtech is being used.
Despite the name Nearpod uses both VR and AR to immerse students in virtual field trips. From the Pyramids of Giza, the Taj Mahal to Scottish castles. While they have headsets for a complete immersive experience their AR component works on almost any mobile device.
zSpace is company that uses VR and AR (though I think it's more AR) with a focus on STEM that allows students and educators to interact with simulated objects in a virtual space. They do not use a headset, instead users experience 3D content through a 3D computer screen, aided by head-tracking technology and a stylus.
The High School is getting a handful of these machines (the one featured above) thanks to the Innovation Pathways program.
Lifeliqe is a VR being used in both K-12 but also in higher education, specifically in the fields of healthcare and manufacturing. Their VR simulations help train and prepare students for work in these fields. But their overall product line is focused around immersing learners in interactive environments.
In classrooms across the globe, students and educators both are utilizing these technologies in an education setting and in ways we once only dreamed of. Not all students or districts have the same opportunities, which means in some districts students can visit places they would never normally have the chance to. Science classrooms allow students to dissect animals without the expense, mess and ethical concerns of using real animals. From exploring the cosmos to life in 1432 Spain the possibilities of exploring and interacting in these spaces has never been more possible.