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Definitions
For many, the mention of virtual reality prompts visions of a future where humans
are plugged in to a worldwide computer network, where individuals are so free to sculpt
reality to their own ends, that people cease to be who they really are and lose touch in the
more direct and human ways. Recent books and movies reinforce this outlook, making
virtual reality appear as a dreaded addiction that undermines the fabric of society (Cline,
2015). However, this very dystopian view of the current applications of virtual reality in
education are in vast contrast to the truth. According to Piovesan, Passerino, and Pereira,
virtual reality is defined as “immersive and interactive experience based on graphic images
computer, about a real or just an imaginary world” (Piovesan, Passerino, and Pereira, 2012,
p. 295). Educause.edu defines virtual reality as a technology tool that “immerses a user in an
that feels real enough to be viewed, experienced, explored, and manipulated” (Educause,
to place a user in a simulated environment (Martiosov & Kopecek, 2017). Immersive virtual
reality places the user in a situation in which “the real world is completely occluded from
the field of view and the user has a stronger feeling of presence in that virtual environment.
Characteristics
Virtual reality technology, whether immersive (involving sight, sound, and the ability
to simulate the manipulation of virtual objects) or non-immersive (typically only involving
environment for embodied interactions” (Martisov & Kopecek, 2017, p. 711). VR systems
may require either or both hardware and software for use. VR hardware can also refer to
wearable devices that fill the users field of vision with images or videos that simulate a
real or fictional environments” (Martiosov & Kopecek, 2017, p. 710). Immersive virtual
reality systems often require the download of corresponding applications or software. Also,
some more advanced systems require separate computers with high graphics and
processing capabilities. Some specific examples of immersive virtual reality systems that
may be used in a classroom setting include Samsung’s Oculus Rift, the HTC Vive, ClassVR,
Sources Malaquias, F. F., Malaquias, R. F., Lamounier Jr., E. A., & Cardoso, A.
(Citations) (2013). VirtualMat: A serious game to teach
logical-mathematical concepts for students with intellectual
disability. Technology & Disability, 25(2), 107-116.
doi:10.3233/TAD-130375
Malaquias, F., & Malaquias, R. (2016). The role of virtual reality in the
learning process of individuals with intellectual disabilities.
Technology and Disability, 28, 133-138. doi:10.3233
Vera, L., Campos, R., Herrera, G., & Romero, C. (2007). Computer
graphics applications in the education process of people with
learning difficulties. Computers & Graphics, 31649-658.
doi:10.1016/j.cag.2007.03.003
Links
Case 2: CoSpaces Edu
Links https://cospaces.io/edu/
Case 3: Discovery VR
Sources Brown, A. B., & Green, T. T. (2016). Virtual Reality: Low-Cost Tools
(Citations) and Resources for the Classroom. Techtrends: Linking Research
& Practice To Improve Learning, 60(5), 517-519.
Links https://www.discoveryvr.com/
Sources Howard, N.R. (2016). Come along and ride on a google expedition.
(Citations) edutopia. Retrieved from:
http://www.edutopia.org/blog/ride-on-a-Google-expedition-nicol-
howard.
Wheelock, A., & Merrick, S. (2015, May 4). 5 virtual worlds for
engaged learning [Web log post]. Retrieved from
https://www.iste.org/explore/articleDetail?articleid=395
Links http://opensimulator.org/wiki/Main_Page
Links http://www.missionv.ie/
Like any technological resource, virtual reality as a instructional tool is certainly not
without its advantages and disadvantages. Where disadvantages are concerned, the most
prevalent drawback that comes to mind is the cost-prohibitive nature of virtual reality that
can hinder its viability as a realistic option for many schools and classrooms. Hicks of
elearningindustry.com further posited on this particular factor that “the modern education
that takes advantage of the virtual reality environment will only be accessed by the rich
ones. The poor will not afford it; therefore, we will create inequality in education” (Hicks,
2016), highlighting the extent of the implications the expense of technology like virtual
increased potential for technology failure, and finally, increased risks for student “addiction
While Hicks warns that virtual reality will increase the gap in education based on
economic status, many proponents of virtual reality’s use in education actual point to
shrinking this gap as their goal. In the the past, providing virtual reality experiences were
more cost and resource demanding, requiring “expensive hardware and specialized
expertise” (Brown & Green, 2016). However, as is so often with technology, there are now
many options for low-cost VR hardware and software, so of which are already in the pockets
of students. There are now a great many free options for students and teachers to create
and present virtual reality projects. Proponents of VR use in the classroom highlight the gap
experiences, teachers are now able to help make lessons relevant by providing virtual trips
to locations that would have previously been out of reach for most students, especially due
Also, with the ability to design and guide students through VR experiences, teachers
are given a great deal of flexibility, allowing them to provide a greater variety of experiences
that support lessons - experiences that would be next to impossible to provide without the
use of virtual reality. Simply put, VR allows teachers to take students on journeys that we
once could have only imagined. VR brings the impossibilities to a new frontier of
possibilities. Students can come to school and find themselves “exploring a planet like Mars,
traveling inside the human body, doing submarine explorations or inside caves, visiting very
small places to be seen (molecules) or very expensive [places] or [distant locations], [...or
Personalized learning There are many ways in which virtual reality can be used to
address personalization:
“Taking into account the
unique needs of ● For those options with premade content, teachers can
individual students, be selective in content choices that match up with
[teachers} provide student interests and/or needs.
learning activities or ● For VR options that allow for customization and
tasks that are personally creation of content, teachers (and students, for that
meaningful and matter) can develop scenarios or models that directly
challenging to each relate to course content in meaningful ways.
student” (An, 2012,
p.798).
Personalized While somewhat limited in this area, there are some ways that
support/scaffolding virtual reality experiences can be adapted to support/scaffold
student success:
“ [Teachers] allow
students to work at their ● In some premade content, such as Google Expeditions,
own pace and provide teachers can highlight certain content for students and
personalized support” adjust speed of the experience to meet the needs of the
(An, 2012, p. 798) students.
● Teacher or student-created VR content can be tailored
to the abilities and needs of the student. Some VR
creation software provide premade items to
incorporate into creations, while also offering more
advanced forms of manipulation through coding.
Social and emotional Virtual reality is best known for manipulating created
support environments, but there are also some key ways it can be used
to support the social and emotional growth of students:
“Learner-centered
teachers foster students’ ● Through the use of VR development options, teachers
social and emotional can create scenarios that allow students to experience
growth as well as events from another’s point of view.
intellectual growth by ● Several professionally-developed VR experiences exist
creating a supportive that allow the individual to virtually live through the
and positive experiences of others, such as those with limited
environment” (An, 2012, eyesight or those experiencing life in solitary
p. 798). confinement in prison (Sullivan, 2018).
Authentic learning With the ability to actually virtually create new worlds,
(task-based construct the impossible, and experience things that are
instruction) typically inaccessible, virtual reality has great power in
providing authentic learning:
“[Teachers] often ● Using premade content, teachers can guide students on
include learning virtual field trips that allow students to experience
activities that are global, concepts previously unavailable, such as undersea
interdisciplinary, and environments, planetary surfaces, and volcanic
integrated (An, 2012, p. eruptions.
799). ● Being able to create environments in virtual reality,
students can demonstrate knowledge of content by
building lifelike models, examples of terrain, and
recreations of past events.
4. References
Brown, A. B., & Green, T. T. (2016). Virtual Reality: Low-Cost Tools and Resources for the
Classroom. Techtrends: Linking Research & Practice To Improve Learning, 60(5),
517-519.
Foote, C. T. (2017). Mobile Technology Goes Virtual: Using Virtual Reality in Education.
Internet@Schools, 24(3), 12-13.
Hicks, P. (2016, December 13). The Pros And Cons Of Using Virtual Reality In The Classroom.
Retrieved from
https://elearningindustry.com/pros-cons-using-virtual-reality-in-the-classroom
Keane, M. (2014). MissionV – 3D Immersive Technology in the classroom for the support of
exceptionally able and twice exceptional students [Web log post]. Retrieved from
http://www.missionv.ie/news-2/articles-resources
Kim, H., & Ke, F. (2016). OpenSim-Supported Virtual Learning Environment. Journal Of
Educational Computing Research, 54(2), 147-172.
Malaquias, F. F., Malaquias, R. F., Lamounier Jr., E. A., & Cardoso, A. (2013). VirtualMat: A
serious game to teach logical-mathematical concepts for students with intellectual
disability. Technology & Disability, 25(2), 107-116. doi:10.3233/TAD-130375
Malaquias, F., & Malaquias, R. (2016). The role of virtual reality in the learning process of
individuals with intellectual disabilities. Technology and Disability, 28, 133-138.
doi:10.3233
Martirosov, S., & Kopecek, P. (2017). VIRTUAL REALITY AND ITS INFLUENCE ON
TRAINING AND EDUCATION - LITERATURE REVIEW. Annals Of DAAAM &
Proceedings, 28708-717. doi:10.2507/28th.daaam.proceedings.100
Meyer, L. (2017). Virtually there: kids are using VR to explore worlds and create new ones.
School Library Journal, 63(10), 26-29.
Piovesan, S. D., Passerino, L. M., & Pereira, A. S. (2012). Virtual Reality as a Tool in the
Education.
Stokrocki, M. (2016). Creating and exploring a desert ecology site on the OpenSim world with
middle school students. International Journal Of Education Through Art, 12(3), 311-326.
Sullivan, T. (2018). VR gets real immersive storytelling in journalism. PC Magazine, 103-113.
Vera, L., Campos, R., Herrera, G., & Romero, C. (2007). Computer graphics applications in the
education process of people with learning difficulties. Computers & Graphics, 31649-658.
doi:10.1016/j.cag.2007.03.003
Wheelock, A., & Merrick, S. (2015, May 4). 5 virtual worlds for engaged learning [Web log
post]. Retrieved from https://www.iste.org/explore/articleDetail?articleid=395