Week 7: Virtual Reality
VIRTUAL REALITY
Virtual reality (VR) is a 3D simulated environment, conveying realistic and imaginative events (Southgate, 2018). By wearing a head mounted display (HMD), VR tracks the user’s position and projects visuals from the scenario directly to their eyes, creating a sense of presence of being inside the virtual world with events occurring around them (Slater, 2009).

GOOGLE EXPEDITIONS
VR allows for multiple perspectives, and better understanding of concepts (Passig, 2015). A 3D learning environment has benefits for students, including experiencing the learning, increasing spatial knowledge, and transferring skills from VR to real life (Dalgarno and Lee, 2010). Hence, students can develop empathy through VR. The creativity of VR can motivate and engage students, positively impacting their learning. For example, the app ‘Google Expeditions’ (n.d) can be used to learn KLAs, through a 360 degree virtual tour of historical landmarks and visiting inaccessible places such as underwater and in space.
COSPACES EDU
VR can foster creativity as it allows for inquiry based learning. Students can experiment with open-ended options and role play (De Freitas and Veletsianos, 2010), such as creating their own VR world through ‘CoSpaces Edu’ (2019), as completed in week 7’s tutorial.
Through CoSpaces, students can create their own VR world by choosing and manipulating characters, objects and environments. Interactions can occur through block-based coding, and students can view their VR creation using a HMD. CoSpaces can foster digital literacy and creativity skills and be used in English through storytelling, and Geography through creating ecosystems. Constructivist learning is also developed as students have first-person experiences, develop an understanding of VR concepts before learning, such as angles and manipulating size and scale (Mikropoulous and Natsis, 2011).


ISSUES
Southgate (2018) provides considerations involving VR in the classroom. Using VR requires practice, thus teachers need time to set up and familiarise themselves with the equipment. Technical issues may also occur. Teachers also need to provide supervision when students are using VR. VR can make children vulnerable to the VR audio and visual stimuli and make them believe the experience has happened. It can also cause motion sickness and has legal issues such as collecting personal biometric data (Southgate, 2018).
References:
Cospaces. (2019). https://cospaces.io/edu/about.html
Dalgarno, B., & Lee, M. J. (2010). What are the learning affordances of 3‐D virtual environments? British Journal of Educational Technology, 41(1), 10-32. https://doi.org/10.1111/j.1467-8535.2009.01038.x
De Freitas, S., & Veletsianos, G. (2010). Crossing boundaries: Learning and teaching in virtual worlds. British Journal of Educational Technology, 41(1), 3-9. https://doi.org/10.1111/j.1467-8535.2009.01045.x
Google Expeditions. (n.d). https://edu.google.com/products/vr-ar/expeditions/?modal_active=none
Mikropoulos, T. A., & Natsis, A. (2011). Educational virtual environments: A ten-year review of empirical research (1999–2009). Computers & Education, 56(3), 769-780. https://doi.org/10.1016/j.compedu.2010.10.020
Passig, D. (2015). Revisiting the Flynn effect through 3D immersive virtual reality (IVR). Computers & Education, 88, 327-342.
Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549-3557.
Southgate, E. (2018). Immersive virtual reality, children and school education: A literature review for teachers. Available at: https://ericasouthgateonline.files.wordpress.com/2018/06/southgate_2018_immersive_vr_literature_review_for_teachers.pdf
Hi Michelle!
Great read into your blog about VRs in classrooms. VR’s are great tools for teachers to implement within their classroom, making the impossible possible with a simple handheld device and a head mount display such as Google Cardboard which are very affordable. CoSpaces is a great way for students to get engaged and create their own VR experiences, designing and creating a world of their own and can be implemented across KLAS for example, students creating their interpretation of an olden day house and creating it within their own CoSpace, sharing it with peers and reflecting.
During the tutorial I throughly enjoyed the VR experiences that took place, eliciting emotions such as fright and allowing me to explore other countries based on History and Geography Subject areas. Although I highly recommend teachers to implement VR experiences within their classroom to engage students in new experiences and experiences not possible within time frames or other constraints such as distance, teachers need to be weary cautious about possible motion sickness that could come out of it as I was certainly very dizzy after a few minutes and also content, making sure teachers carry out the experiences themselves, test it and review it making sure content is suitable and appropriate
Shirley
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