Virtual Reality in Education

Virtual reality (VR) refers to computer-generated environments that simulate the physical presence of people and/or objects and deliver realistic sensory experiences. At its core, this technology presents itself as 3D images with which users can interact and manipulate through a computer interface. VR devices fall into two categories: high-end headsets like the Oculus Rift, HTC Vive, or Sony PlayStation VR, and budget-friendly headsets, including the Samsung Gear VR and Google Cardboard, accompanied by accessories such as headphones and haptic controllers. Contemporary applications enable users to authentically “sense” the objects in these displays using gesture-based and haptic devices, which provide tactile information through force feedback. VR models can be created with various CAD software like Tinkercad, Unity, and Sketchfab. These content creation tools, in conjunction with the viewers, can enhance learning, foster empathetic experiences, and boost student engagement.

In the NMC/CoSN Horizon Report, 2017 K–12 Edition, as pedagogies that favour student-centered learning approaches continue to gain traction worldwide, tools such as VR, enabling more experiential learning opportunities, are increasingly appreciated. The same technology previously employed in medical and military training to simulate virtual experiences is now capturing the interest of educational institutions because it offers students firsthand simulated experiences. Through VR, schools can transport learners to distant and otherwise inaccessible locations. In the realm of science, abstract concepts such as observing the impact of a hurricane or gaining a close-up view of how blood flows through veins are now possible. In terms of geography and culture, students can effortlessly transition from one virtual city to another, absorbing the sights and sounds of historical sites or natural wonders. Positioned on the mid-term horizon, the growing availability of content and the reduction in hardware costs make this technology compelling to observe.

The year 2016 was significant for virtual reality as nearly 100 million VR units were shipped, with a majority of these being low-cost Google Cardboard units. In October 2016, The New York Times disrupted traditional journalism by distributing Google Cardboard viewers to 1.3 million people, granting access to a VR film on the global refugee crisis and introducing a new approach to telling compelling stories. Even NASA and National Geographic have experimented with this visualization technology by creating free classroom-ready content. Penetration is set to dramatically increase in 2017 as the International Data Corporation forecasts that global revenues for augmented reality and virtual reality will reach $13.9 billion this year, up from $6.1 billion in 2016. In the education sector, Goldman Sachs predicts that VR could impact 15 million learners by 2025. Despite widespread interest and the growing availability of educational content, it will take a few years before VR becomes indispensable in schools worldwide. A survey of educational institutions by Extreme Networks found that while over half of respondents are exploring VR, only a quarter are currently using it in the classroom, and just 3% are teaching students to create VR content. The transformation of textbooks is seen by some as the main driver in the evolution of VR in schools. Publishers Pearson and Houghton Mifflin Harcourt, for example, are collaborating with Google to expand the tech giant’s Expeditions VR field trips, and Pearson is also working with Microsoft on applications of mixed reality for use on the HoloLens. Additionally, Discovery Education is integrating VR into its digital curriculum portfolio, with more suppliers likely to join in the coming years.

Relevance for Teaching, Learning, or Creative Inquiry Ministries of education (MOEs) worldwide have taken note of the potential of virtual reality in the classroom and have been eager to pilot this technology in the curriculum. In Singapore, the MOE is collaborating with a local start-up and production company to create virtual field trips. The goal is not to replace in-person voyages but to enhance the curriculum by substituting textbook exploration with virtual visits. Teachers have already observed that students’ responses to post-visit assignments are more insightful than before the introduction of this tool. Similarly, in the United Arab Emirates, a pilot project by the MOE is using VR to help science-specializing public school students witness the destructive effects of climate change and explore the International Space Station.

Time-to-Adoption Horizon: Two to Three Years

Virtual field trips are not the sole way students can benefit from VR in the classroom. At Lincoln Elementary in California, a fifth-grade science class uses the computer application Lifeliqe to view 3D images of plants, animals, and geographical features. Students can choose from 1,000 images and get up-close annotated views of specimens such as beetles and dinosaurs, which they can incorporate into a digital science report. Washington Leadership Academy is also employing VR to enrich its science curriculum. As a recipient of a $10 million grant, it is creating the nation’s first virtual chemistry lab, where children can conduct virtual experiments using chemicals such as sulfuric acid, mercury, or lead without the risk of harm and at a fraction of the cost of a traditional lab. In China, where VR in education is rapidly developing due to the proliferation of affordable platforms and government interest, the industry is experimenting with combining adaptive learning tools with VR to offer personalized instruction that can detect signs of boredom and adjust a lesson to increase student attention. While studies on immersive VR in the classroom are limited, several investigations are showing promising results. A recent GfK survey of US K–12 educators commissioned by Samsung found that 85% of teachers believe VR would help their students understand learning concepts and promote greater collaboration, and 84% think the technology would boost student motivation. Chinese researchers have investigated VR’s impact on academic performance in language learning and found a 32% increase in retention rates in test groups. Foundry10, a team of researchers, teachers, and educators exploring several research questions around VR, may provide a better understanding of its use in education in the US and Canada. Their 2017–18 study will focus on the technology’s value in the learning environment, the role of empathy in VR, and more.

Virtual Reality in Practice The following links provide examples of virtual reality in use that have direct implications for K–12 education settings:

  1. Experiencing the Solar System with Mixed Reality: Link – Seventh graders get a lesson in natural sciences with HoloLens, Microsoft’s mixed reality goggles. The use and potential of virtual reality, mixed reality, and augmented reality in the K–12 classroom are discussed.
  2. Japan’s First School Dedicated to Virtual Reality Opens: Link – Japan’s first virtual reality academy opened in April to address the latest demand for knowledge of such technologies. Tuition is a non-issue as the school is funded by companies eager for fresh talent.
  3. Students Try Out Virtual Reality Program, with Empathy in Mind: Link – A middle school teacher implements a virtual reality device intended to instill empathy in her students. She has students take turns following a whale, visiting the moon on Apollo 11, and even hopes to have them follow a Syrian refugee girl in her camp.

For Further Reading The following articles and resources are recommended for those who wish to learn more about virtual reality:

  1. Google Is Bringing VR to One Million UK School Children: Link (Amelia Heathman, Wired, 15 November 2016). Google launches Google Expeditions
  2. eSchoolNews (2017) – Sorry, the page is not publicly accessible due to a 40x error.
  3. Tools for training students on virtual reality content creation and storytelling – https://www.viar360.com/blog/tools-for-training-students-on-virtual-reality-content-creation-and-storytelling/
  4. Augmented Reality in Education-References – https://k3hamilton.com/AR/References.html
  5. Augmented Reality [Book] – O’Reilly – https://www.oreilly.com/library/view/augmented-reality/9781597497336/xhtml/BIB001.html
  6. Virtual Reality for Education – https://virtualrealityforeducation.com/
  7. Augmented and Virtual Reality: The next big thing in marketing? – https://pressbooks.pub/augmentedrealitymarketing/back-matter/references/

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