Tap into the power of using virtual reality in the classroom
By Tom Edge
Sharing Good Practice
Imagine being able to transfer your entire classroom to a different place , time or world ; imagine being able to simulate learning experiences and heighten senses ; imagine being able to break down the barriers of travel , creating a smaller world but gaining a greater understanding of it ? Virtual Reality ( VR ) is an incredibly powerful learning tool , which although still developing , can have a monumental impact on education .
With apps such as Google Expeditions , Arts and Culture , Discovery VR , Cardboard Camera and Titans of Space , etc . students can be placed into media , experiencing resources like never before with immediate engagement and a hands on approach . Virtual Reality can create a fun and active learning environment , allowing students to imitate experiences , simulate scenarios and explore the unreachable .
Incorporating VR into lessons is not tricky . Once you know what an app can do , the VR will take care of the rest . It will make possible what reality and more traditional forms of engagement can ’ t . From a learner ’ s perspective , the immersion into VR directly impacts the understanding and retention of information . However , the real trick is to know when and how to use it across the curriculum .
VR can be used to :
• Introduce new topics and historical periods
• Gain practical knowledge , through safe exploration
• Simulate scenarios and events
• Visit and experience different countries and cultures
• Make virtual realities and then explore them
• Reflect with more detail , once outside of VR
By integrating these learning opportunities into a topic , students can delve into virtual immersive environments , becoming historians rather than learning about history ; or becoming pilots without the training or license . Teachers are able to open the gates of exposure to all learners , using VR to experience things such as the bottom of the ocean , space or taking to flight like the Wright Brothers .
Students are engaged and captivated , which makes the managing of the learning environment extremely simple . As a result of this , teachers are able to be innovative with how it can impact learning . They can explore new ways of making the most out of a straightforward but effective tool . One of the easiest ways is to work with a partner , and record information gathered from set questions .
Students are then able to use real life experiences to promote creativity .
If you haven ’ t already , please watch Mark Zuckerberg ’ s VR demo at Oculus Connect where he meets 2 friends from different places on earth , plays cards , begins a sword fight , makes a phone call and takes a selfie … all in VR .
Although a little overwhelming at first , it gives a good insight into where this digital generation is heading , which teachers need to pioneer . We also need to remember that VR doesn ’ t necessarily need to break the bank . Google Cardboard is priced at around ( US )$ 15.00 and , even if you don ’ t have one , you can still use the VR apps without it .
Edgar Dale ’ s Cone of Experience outlines how much we remember when stimulating different senses . In a nutshell , we remember 20 % to 30 % of what we hear and see respectively ; 50 % when they ’ re combined ; and 90 % of what we say and do . Understanding this , we shouldn ’ t be asking the question , ‘ Should we be introducing VR into classrooms ?’ but rather , ‘ When and how often ?’
With many companies investing in Virtual Reality , schools need to be getting ahead of the game and making the most of a resource that will soon be reinventing the way we learn .
Class Time
| | Jan - Feb 2017 |
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