Using Virtual Reality in the classroom is the final blog in a three-blog series on Upscaling A Science Lesson by using virtual reality, which provides readers with what aspects to consider when purchasing VR.
The second blog, What Are The Best Practices For Using Virtual Reality in the Classroom, covers the best practices and some affordable VR headsets that educators can utilize in their classrooms.
Readers will receive a few factors to consider in their classroom, while the last half shares the first experience of a class who had never been in a VR lab. These are things that I thought of when I was putting our lab together. Instead, you learn from my mistakes rather than recreate them and only get frustrated.
Teach The Way You Want to Be Taught
It’s that simple. Be innovative, Be daring, and, most important, don’t make it ordinary.
Research now emphasizes the importance of student-centered activities. Science, Technology, Engineering, and Mathematics (STEM) teachers are tasked with finding engaging and impactful lessons and activities that will excite students to learn more about STEM concepts.
I’m so glad VR is now becoming affordable for schools to purchase and use in classes where teachers should prepare for this new technology because it will change how you view education!
It’s one of the first things that popped into my mind.
There are countless apps on the market, and more are on the way. Depending on the features, the apps will vary the price. Some prices will be free, while others may cost a few dollars.
When considering which apps to purchase, including the memory it holds and the constant updates received from companies. Depending on the school’s device, some VR goggles may slow down or freeze if the storage is nearing full capacity.
(Apps downloaded from an account such as Oculus, Apple, or Google’s Play Store). I strongly recommend updating your computer’s drivers when you get an update.
Many companies develop software that can be uploaded and run using VR headsets. One such example that we’re working on is Flight Sim X software.
When it runs on a PC, users get the 2D perspective, but when integrated into the Oculus, users get the 3D experience.
Talk about a game-changer!
The International Society for Technology in Education (ISTE) provides thousands of members with invaluable information on accelerating technology integration into education.
In the article, 25 Ways Resources for Bringing AR & VR to the classroom, ISTE informs readers of how educators can bring VR into the class (Snelling, 2018).
Classvr.com provides users with over 500 lesson plans and scenarios for teachers at all levels.
Ferrlazo (2017) published a blog on A Beginning List of the Best Resources On Virtual Reality In Education, where he provides a plethora of information for readers to see and try out for themselves.
Google(n.d.) has its own Augmented and Virtual Reality section, which Brings Your Lessons to Life with Expeditions. Virtual Reality for Education is another trove of priceless information on implementing VR in classes (VR Resources, 2019).
The best part of this answer is that it’s up to you to decide what it should look like and what students should experience.
I wanted something to blow the kids away and make the lesson fun.
This week I got to try our VR Lab with a group of students.
One would think I would pick an honor or Advanced Placement class, right?
Nope – I did the opposite.
I challenged myself by doing my first lab experience with Kindergarten students.
Some of you may think I’m crazy…and you’re right.
After a couple of months of setting it up, preparing, and troubleshooting, we got it set up.
There were two groups of 20 kindergarten students slowly entering the room.
Asking them to circle me, I explained what was about to happen.
Looking at everyone, their energy instantly sparked.
I asked them if they had ever felt dizzy before, and many said yes. I told the class that if they experienced this feeling in the lesson, they should remove the goggles, close their eyes, and count to three.
I told them how to place the goggles on their heads and use the Velcro straps to tighten them up.
Once they had their headsets, I informed them about the importance of staying in the blue circle. (The blue circle is where the sensors detect controllers and user movements).
At this point, I told them to go to a station and place their goggles on their headsets.
One by one, they walk (yes, they walked) to the stations.
Waiting patiently, the adults walk up to the station and start the program.
Here’s where I wish I had recorded the session.
At first, it was like a pin drop, but then laughter and enthusiasm roared.
One by one, they finished and took off their goggles.
Their faces were priceless.
The class had just learned about the history of Aviation and where it came to life.
This is what teaching and learning should be like every day.
Virtual reality (VR) technology can effectively enhance learning and engagement for students in the classroom.
However, it can also have valuable applications in the workforce, particularly for training and development purposes. Here are a few ways in which using VR in the classroom can be applied to the workforce:
Simulating work environments: Virtual reality technology can be used to simulate real-life work environments, allowing employees to practice and refine their skills in a safe and controlled environment.
For example, VR simulations can be used to train employees in high-risk industries, such as manufacturing or construction, to handle dangerous equipment or situations without putting themselves or others at risk.
Check out how Siemens used VR simulations to train their employees in the manufacturing industry.
Immersive training experiences: By immersing trainees in a virtual environment, they can gain hands-on experience that might not be possible in a traditional classroom setting.
This can help employees develop skills and knowledge more quickly and effectively and can also reduce the cost and time required for training.
For example, Walmart uses VR to train its employees in soft skills and customer service, allowing them to gain practical experience in a simulated environment.
Remote training: VR technology can also provide remote training to employees working in different locations.
This can be particularly useful for companies with a geographically dispersed workforce or for those who want to provide training to employees who work from home.
Check out how HCL Technologies used VR to provide remote training to its employees.
Soft skills training: Virtual reality simulations can also be used to help employees develop soft skills, such as communication, teamwork, and leadership.
These skills are often difficult to teach in a traditional classroom setting, but VR simulations can provide a realistic and engaging environment in which to practice and develop them.
For example, KFC used VR simulations to help its employees develop their customer service and food preparation skills.
Overall, using Virtual Reality in the classroom can effectively prepare employees for the workforce and provide them with the skills and knowledge they need to succeed in their jobs.
These innovative practices can help companies save time, money and enhance their employees’ performance.
Research has shown that using virtual reality in the classroom can benefit many who utilize it. With VR and AR now available, educators can now differentiate how they can teach the material.
The benefits of using VR far outweigh those who do not use them. It is up to the instructors to understand the places in the curriculum where VR can enhance learning (Wentworth, 2018). It’s a win-win, especially for special needs students and collaborating teachers. With more people using the Internet now than ever, educators must make an effort and make their lessons more interactive.
As educators, it is up to us to make this 3D world a reality for our students. Ignoring this opportunity will limit the skill sets students can develop and hinder students’ transition into confident and competent employees.
With the future of work shifting towards workforce development in VR, job centers, colleges, and industries are already planning to integrate this new technology into their training.
My challenge to you is this —get the money and have donors support you using Virtual Reality in the classroom because when you have it ready to go, your students will be prepared for the future of work and opportunities beyond the horizon.
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