EdTech: Immersing learners in Virtual Reality
Virtual Reality (VR) is a wholly manufactured experience. Learners can use mobile devices, often worn (so as to respond to head movements), to see and interact with a visual depiction of a place, person or object.
The location of the learner is not material to the experience because it is divorced wholly from needing to be in a real place or time.
Virtual Reality allows students to become immersed in a synthetic world, where all the senses can be used to recreate as close to an authentic experience as possible.
Aim
This module will help you learn about the benefits and ways of using virtual reality with your learners.
Objective
After completing this module, you will be able to:
- Describe and explain the capabilities of VR to create realistic visual learning experiences
- Assess the potential for VR to enhance your own teaching practice
Digital Teaching Professional Framework
This module covers the EdTech component - B1a : Using teaching and learning resources with learners
- Visualise and explain new concepts in a motivating and engaging way using digital technologies e.g. by using animations or videos.
- Use motivating and engaging activities (e.g. games and quizzes) in digital learning environments.
- Put learners' active uses of digital technologies central to the teaching process.
- Allow learners actively to engage with subject matter using digital technologies, e.g. using different senses, manipulating virtual objects, varying the problem set up to enquire into its structure, etc.
- Promote active learning in a given learning context or for a specific learning objective using appropriate digital technologies.
- Reflect on how suitable the different digital technologies used are in increasing learners' active learning, and to adapt strategies and choices accordingly.
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Feedback about this module
Average feedback ratings
Taking note of your feedback
We greatly appreciate the time taken to provide us with feedback on each module. We regularly review all the feedback provided and use it to inform the development of new modules. Subject to funds being available and other constraints, we will amend existing modules where feedback shows this is required.Feedback from other members about this module
Lots of benefits to VR technology.
A good introduction to VR, though there needs to be a wider exploration of 360 VR and computer generated environments accessible via untethered headsets e.g. Pico Neo, Meta Quest. The Rift and HTC Vive are quite costly devices, requiring designated spaces to allow students to access content safely. There should also be something around virtual world platforms e.g. Altspace VR, Mozilla Hubs, Engage, as they offer opportunities for collaborative learning experiences. Moreover, there needs to an emphasis on ensuring VR is equitable for every student , with
a clear consideration of accessibility, alternative learning and assessment approaches if students do not want to use VR. Ethics, health and safety are really important considerations that aren't really brought out. I think this is a great start, but perhaps a suite of training addressing different types of VR, content authoring tools, ethics, source of VR e.g. Steam VR, Meta Store, iOS , Play Store etc.
Some very interesting points raised within the module.
Useful
A very good overview of VR used in education with examples that can be replicated in own teaching.
I can definitely see the value of VR in some contexts "VR can help replicate the experience of visiting places or viewing objects in the real world. It is especially valuable in replicating vocational skills that are dangerous or expensive, like welding or drilling. VR can help learners’ practice and refine skills and inspire their imaginations"
Good introductory module , many thanks.
This module has sparked ideas for how to use VR in the classroom, I would love to see maths teaching linked to nature and real world events in VR as often my students don't see the relevance of maths for them.
Why are all the cardboard devices on backwards?
Also I wish I had their budget.
Otherwise looks great. Interesting ideas.
not overly relevant - sorry.
not overly relevant.
not overly relevant
not overly relevant.
Not overly relevant.
Useful unit; shows how VC can be used to assist health and safety and also for experiences in far away places.
A big field but great to have an intro and related links
Good
As the teachnology becomes cheaper and more refined and realistic more processes become suitable for use with VR. Shouldn't be long before colleges can buy packages 'off the shelf' that meet the needs of courses such as child care, hairdressing (?) etc.
Meh!
Makes you realise that VR can help keep students safe, see real life situations and engages the mind
Unlikely to use but worth knowing
A nice introduction but limited information on how to get started.
Good material, a miss-spelling on the exercise lists "driving and raid craft" I assume this should read "road craft" but maybe it's a simulation for getaway drivers
May be good to help students overcome learning and see things in a different perspective.
Good
A useful summary of the how VR could be used in the classroom.
Thought the module presented clearly the TLA opportunities offered by VR and gave some good examples on the type of learning activities that could be delivered.
This was an interesting module but I am not sure of the practicalities of using this technology within college.
Very interesting and of course useful...but the hardware is rather beyond most budgets.
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Digital tools can be used to create visual content resources. This badge recognises that you have started adopting methods of creating visual digital content for teaching and learning.
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