This is the first blog in a three blog Series on Utilizing Best Practices With Virtual Realty.
Research now emphasizes the importance of student-centered activities, Science, Technology, Engineering, and Mathematics (STEM).
Teachers will excite students to learn more about STEM by finding engaging and impactful lessons and activities. One way is to integrate new technologies such as Virtual Reality (VR).
Thankfully, VR is now affordable for schools to purchase and use in classes. This three-series blog, it will provide insight into three affordable VR devices, the Oculus, the Oculus Rift, and Google Cardboard.
These blogs also present readers with the background of VR while identifying best practices when integrating VR. It will also assist educators in locating several VR resources that educators can use for their classes.
Innovations in technology over the past decade have continued to make the future of work easier for employees (Nguyen, 2018). This revolution has created an exponential learning curve for both students and educators;
however, the hardware and software on the market can quickly overload anyone while generating uncertainty around how to implement it in the classroom. Take, for example, the growth of virtual reality and augmented reality.
VR means that a user enters an artificially created scenario where they are transposed into another place where they use equipment like a Playstation VR, Apple, Oculus Rift, Samsung Gear VR, and Google Cardboard.
The user sees and interacts with objects in the scenario. Some VR programs, such as climbing a staircase, can cause users to feel movement. The environment changes as the user looks around, giving them a 360-degree sensation.
Industries like aviation, medicine, and the military have implemented VR into their training, decreasing the time needed to gain new skills.
Augmented Reality (AR) provides the user with a situation embedded in a real-life visual. AR continues to evolve and can be seen on our phones, laptops, and tablets by using clear visors that add elements to what a user is viewing. That element remains stationary and is there for a specific purpose.
Some examples people may remember are the Pokemon GO craze that occurred years ago. In this AR example, people worldwide were trying to catch monsters like the electric mouse Pikachu. Players would use the app on their phones and walk around places like a park to catch the characters.
That’s the enthusiasm educators want to use to help transform learning.
Businessmen and women know this new technology is vital to workforce development and employee efficiency. Teachers who understand the importance of change also recognize the potential it will do for their students. But let’s take a moment and consider why educators should tap into VR.
Understanding the many reasons makes it easier for teachers to consider factors when implementing VR.
When schools consider purchasing state-of-the-art technology, many factors must be a part of the decision. Questions like the ones listed here bring a meaningful discussion to the decision-making process.
Specifically, what experiences can be created or already purchased that center on the identified weaknesses taught in the curriculum?
Curriculum supervisors and expert teachers should collaborate with companies that develop the algorithms and provide feedback on well-known student skills gaps. Data from assessments will help to pinpoint specific areas.
Although this may sound like a common-sense question, many do not consider this question when deciding what VR package is best for them. For example, can the scenarios be recorded so they can see the experience themselves? Providing effective feedback, whether a test or other assessment, is essential to understanding and mastering the information.
Take, for example, someone who trains to become a firefighter. The first responder candidate goes through a residence and extinguishes the blaze while their evaluator can replay the entire event. As the final marks increase, the instructors can be sat down with the candidate to tell them what they did right or wrong.
Cost plays a role in this decision besides the details of every scenario; however, some parts of a scenario can be replicated, increasing the number of situations created. For example, someone opening a door can be reproduced in many other situations once it is created. It is always best to sit down and have those conversations early and often.
With qualitative and quantitative data. Success can be measured from pre- and post-interviews to the actual timing of someone running through the scenario.
Once it is determined, the decision will be discussed in the future to find additional funds. Remember, what gets measured gets done!
This is an important question that needs to ask! When a vendor develops their customer’s scenarios, they must consider that premade scenes can cut down on costs and time should more scenarios need to be developed later. It would behoove the school or company to ask for training and accessibility that would enable them to build additional scenarios when the contract expires.
It is highly recommended that customers get an extended warranty for the equipment. Learn more about the extended warranty of a product before they consider purchasing it (OculusRift (n.d)).
There are many invaluable opportunities for schools, training centers, and companies. should the leadership invest the time and resources to improve teaching and learning?
If they want to be on the cutting edge of optimizing teaching and learning. They must provide their staff with the most advanced training tools available. Using VR is one way that will help transform learning. In the next blog, we will cover the recommended best practices and identify some affordable VR headsets that educators can utilize in their classrooms.
If you’re interested in reading more of my blogs, check them out here.
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Aaron L. Smith
Another great suggestion! Thank you.