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Brian Eisen
EDT 593
Introduction
The Palmdale Aerospace Academy (TPAA) currently possesses a Tech Plan at the school
that has been in place since its inception six years ago. Given that technology is continually
changing at an exponential pace, the IT team wants to create a new plan that is innovative and
revolutionary, to propose to the school board for approval. To help with this proposal, research
was done with the introduction, implementation, and support of using virtual reality in an
educational setting that was inspired by the Gartner Hype Cycle. The school is also interested in
purchasing Smart Boards, and further research was completed to determine if Smart Boards are
outdated, or have been innovated for the growing needs of the current classrooms.
The Hype Cycle created by Gartner, an American research and advisory firm on
1. Technology Trigger
3. Trough of Disillusionment
4. Slope of Enlightenment
5. Plateau of Productivity
As a new invention or innovation goes through the five phases, it is first introduced and everyone
wants it. Then comes the infinite expectations of the product before people start to lose interest.
Eventually, the product finds effective uses before entering the final stage, the plateau of
productivity.
entering the plateau of productivity within the next 1-4 years. The Gartner Hype Cycle claims
Running Head: Literature Review for The Five-Year Tech Plan
that virtual reality will soon become commonplace within our society, and the IT team at TPAA
wants to be ahead of that curve. The goal of the Five-Year Tech Plan is to be the leading
example for the local schools in our community to replicate when it comes to purchasing and
implementing technology.
The education system has remained stagnant for the better part of a century. Calculators
started to reshape the mathematics classrooms in the 70’s and 80’s, and computers started
showing up in the 90’s. With these introductions, the digital age of education had begun. Many
teachers argued for these inclusions, and many against, but they were here to stay since “it is not
technologies themselves, that cause changes; rather, changes occur because of new ways of
doing things that are enabled by technologies” (Simonson, Smaldino, & Zvacek, Pg 13).
classroom. Teachers were still needed to teach since “the medium seldom influences teaching,
learning, and education, nor is it likely that one single medium will ever be the best one for all
situations” (Bruyckere, Kirschner, & Hulshof, Pg. 16). This then allows teachers to use multiple
mediums and methods to teach their lessons that better suit students.
With the beginning of each new school year often comes a new innovative way to teach
students. Unfortunately, “We have become saddled with a multiplicity of tools, methods,
approaches, theories, and pseudotheories, many of which have been shown by science to be
wrong or, at best, only partially effective” (Bruyckere, Kirschner, & Hulshof, Pg. 12). It is up to
us, as educators, to research and review the many new options out there, and not to jump on the
Virtual reality is an effective technology to use in the classroom since “simulations are
objects and parameters in a virtual environment” (Makransky, Terkildsen, & Mayer, Pg 2). The
advantages for the students using virtual reality allow them to enter far away destinations inside
Virtual reality has been limited in its educational use due to the expensive cost. Over the
years, the cost has gone down, and the inclusion of virtual reality in the classroom is becoming a
reality. “Currently, there are a number of inexpensive, easy to use VR hardware and software
options that are well within reach of the average educator” (Brown & Green, Pg 517).
Some examples of free software are YouTube VR for immersive experiences such as
taking a weather balloon up into the atmosphere or walking around the Taj Mahal. Unity is a
game development platform that can be used to create 3D games for your phone in Computer
Science. One can walk through a building they created in their Civil Engineering and
Architecture course, as well as being able to see underneath the human skin in an online virtual
lab for Biology. These are just a few ways that “VR technologies allow opportunities for
educators to offer students easy and intuitive ways to interact with multimedia lessons” (Parong,
Google Cardboard is a cheap product with a $15 price tag, or two for $25 ($425 for a
class set of 34 students), to turn your phone into a virtual reality experience. The two downfalls
are that the students are forced to use their own phones, and the use of Google Cardboard would
Another option that would be able to last longer due to its durability is the Mattel View-
Master. Originally, the View-Master cost $30, and now it is worth $15 ($510 for a class set of 34
students). These virtual reality headsets would still require students to use their own phones, but
The most basic Oculus Rift set cost $400 ($13,600 for a class set of 34 students) per unit.
The best part about these is that they are standalone sets, meaning that they do not require a
phone. The price here is expensive, but you do get what you pay for, and these sets would be
Regardless of the technology that the school decides to invest in, “the VR content must
be meaningful, engaging, and navigable so that students retain what they learn” (Gadelha, Pg.
40). This would require further research into content specific software and teacher trainings.
With every passing day, “many (more) companies and public institutions are deciding to adapt
educational and training material to immersive VR even though there is a lack of theoretical or
scientific evidence to guide this decision and adaptation” (Makransky, Terkildsen, & Mayer, Pg.
9). Given that virtual reality is the next big thing, all of these companies are attempting to get
Finding the right strategy to use with virtual reality might be different for each classroom
and student. Parong and Mayer performed a study comparing an immersive lesson in virtual
reality with the same lesson using a PowerPoint on the desktop computer. Their findings were
that “students who viewed an immersive VR lesson reported significantly higher ratings of
motivation, interest, engagement, and affect than students who viewed a slideshow lesson
covering the same material, but scored significantly worse on a posttest, particularly on the
factual questions” (Parong & Mayer, Pg 9). It was interesting to note how the two separate
Running Head: Literature Review for The Five-Year Tech Plan
methods either inspired and motivated, or increased learning, but they could not do both. In
regards to the virtual reality lesson, Parong and Mayer concluded, “an immersive VR lesson
would lead to worse learning outcomes than a lesson that eliminates extraneous features”
(Parong & Mayer, Pg 2). This was due to the excess material included within the virtual world.
Following up on that study, Parong and Mayer came up with a teaching strategy that was
able to inspire and motivate the students, and increase the amount of learning. They used the
same virtual reality lesson, but this time they broke up the lesson into segments, and had the
students summarize after each part. By simply “adding a generative learning strategy,
summarizing, to the existing VR lesson significantly improved learning outcomes compared with
the original VR lesson, but did not significantly change ratings of motivation, interest,
As great as virtual reality can be in the classroom, educators need to be cautious about
each companies’ claims. “There is still a gap between claims for the usefulness of VR in
academic learning and scientific research testing these claims” (Parong & Mayer, Pg 1). Some
virtual reality simulations might include too much gameplay and not enough principles of
multimedia learning. Other software programs might include too much irrelevant features within
the virtual world, thus distracting the student from learning. At the end of the day, “the focus is
not on which medium is best, but on what attributes of the medium can contribute to a positive,
equivalent learning experience” (Simonson, Smaldino, & Zvacek, Pg 61), and the goal is find
virtual reality software that inspires, motivates, and teaches our students.
Smart boards were the next best thing in technology a couple of decades ago, and through
many innovations, they are attempting to keep up with modern times, even though some consider
Running Head: Literature Review for The Five-Year Tech Plan
them to be outdated. In comparison to white boards and black boards, smart boards allow the
class to become more interactive, and the “use of assistive technologies help convey the material
“With smart boards it is possible to show short films in class, as well as pictures and
pages from the textbook which best illustrate the material to the students, and thus students better
understand the lesson and also take an active part” (Davidovitch, & Yavich, Pg. 61). On the
contrary to the previous statement, our classrooms are set up with monitors that can connect to
Another study by Yapici and Ferit claim that “Smart board use increased the students’
motivation, helped them avoid concentration problems and contributed to their participation in
lessons” (Yapici & Ferit, Pg 464). This can be a huge benefit to some students, thus having a
domino effect on some classrooms too. Overall, smart boards are a great tool to have in the
classroom, but with the technologies that have been advancing around them, are smart boards
Conclusion
The transfer of learning is the most important process that takes place in the classroom.
As educators, we need to maximize this as much as possible, and the use of technology will help
or hinder the process. “Although there is continued interest in the technology, the focus is not on
which medium is best, but on what attributes of the medium can contribute to a positive,
equivalent learning experience” (Simonson, Smaldino, & Zvacek, Pg 61). Choosing the right
medium combined with the right professional development will significantly increase the
The best approach for the inclusion of virtual reality in the Five-Year Tech Plan would be
to create one Virtual Reality Lab in one of the empty classrooms at TPAA. It should cost around
$15,000 to $20,000, and it can serve as an opportunity for teachers to learn and understand the
use of virtual reality in the classroom. This Virtual Reality Lab would be open to all teachers to
use through a sign in sheet, but will only be available to those teachers who attend an in house
training on how to use the hardware and best teaching practices using virtual reality. If this
Virtual Reality Lab proves to be successful, then another classroom lab, a mobile lab, or setting
Another suggestion would be to buy a few class sets of Mattel View Masters. One set
would be ideal for the Computer Science class as they create apps for their phones, and have the
option to create 3D virtual reality apps. Another couple of Mattel View Master headsets can be
purchased and loaned out to classrooms that request them for those specific periods. Again,
teachers would have to attend an in house training before being allowed to use the virtual reality
headsets.
In regards to smart boards, more research will have to be done. A trip down to Cisco
Systems in Glendale, California will be organized so that we can have a hands on approach to
test out the smart boards in question. If the innovations are lacking, we may choose to pass on
the opportunity to purchase the smart boards, but if they prove to be effective and the cost is low
References
Panetta, C., K., (2017, October 12). Top Trends in the Gartner Hype Cycle for Emerging
https://www.gartner.com/smarterwithgartner/top-trends-in-the-gartner-hype-cycle-for-
emerging-technologies-2017
Simonson, M., Smaldino, S., & Zvacek, S. (2015). Teaching and learning at a distance:
Foundations of Distance education (6th ed.) Charlotte, NC: Information Age Publishing,
Inc.
De Bruyckere, P., Kirschner, P. A., & Hulshof, C. D. (2016). Technology in Education: What
Brown, A., & Green, T. (2016). Virtual Reality: Low-Cost Tools and Resources for the
Parong, J., & Mayer, R. E. (2018, January 25). Learning Science in Immersive Virtual Reality.
http://dx.doi.org/10.1037/edu0000241
Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2017) Adding immersive virtual reality to a
science lab simulation causes more presence but less learning. Learning and Instruction.
doi:10.1016/j.learninstruc.2017.12.007
Davidovitch, N., & Yavich, R. (2017). The Effect of Smart Boards on the Cognition and
Yapici.,I., U., & Ferit, K. (2016). High school students attitudes towards smart board use in
doi:10.5897/err2016.2691