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Virtual Reality

Virtual reality is a 3D computer-generated environment that can be interacted with. It can be experienced through computers/smart boards or head-mounted displays with data gloves. Virtual reality should be used in classrooms as it can integrate many subjects, allow students to virtually experience concepts, and make learning more engaging. Examples of its use include virtual field trips, dissections, and exploring places through Street View or Sketchfab. Studies found virtual reality helped students understand astronomy concepts and that students were more motivated to learn with its use versus traditional methods.

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0% found this document useful (0 votes)
62 views3 pages

Virtual Reality

Virtual reality is a 3D computer-generated environment that can be interacted with. It can be experienced through computers/smart boards or head-mounted displays with data gloves. Virtual reality should be used in classrooms as it can integrate many subjects, allow students to virtually experience concepts, and make learning more engaging. Examples of its use include virtual field trips, dissections, and exploring places through Street View or Sketchfab. Studies found virtual reality helped students understand astronomy concepts and that students were more motivated to learn with its use versus traditional methods.

Uploaded by

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Virtual Reality

What is virtual reality?


Virtual reality is a three dimensional environment created through a computer which an
individual can experience and interact with.

How to use virtual reality:


There are currently two different forms virtual reality is being used in the
classroom:
1) Virtual reality being utilized or displayed through a computer or smart board.
The environment is typically controlled or explored by an individual using a
computer mouse and keyboard. This virtual reality environment is usually
shared with the whole class or in small groups.
2) Virtual reality being experienced through the use of a head mounted display
and a data glove so they are able to interact with the virtual environment. This
virtual reality environment is used by an individual.

Why should virtual reality be used in the classroom?


Virtual reality can be integrated in many aspects of the teaching curriculum such
as math, science, geography, social studies/ history, and English.
Students are given the opportunity to numerous many places concepts that they
might have had the opportunity to at little or no cost.
Students can interact with the environment through the data glove to develop a
better understanding of objects in the environment.
Learning through experience is engaging to students.

Ideas and ways virtual reality can be used in the classroom:


The Near Pod website has a variety of virtual reality lessons for different subject
areas and grade levels. Some of the virtual reality experiences are free and some
cost a small amount of money to use.
Virtual reality can give students the opportunity to do dissections.
Virtual reality allows you to take students on field trips.
Virtual reality experiences have been used in reading and writing lessons.
YouTube contains videos that capture 360 degree videos that can be used with
virtual reality head mount. For example: Swimming with Wild Dolphins,
Petes Dragon, and Active Volcano. Students can write stories and
observations about their experiences.
Students can explore different places using Streetview. This could easily be used
with a Google Cardboard head set and implemented into history, social studies,
and geography lessons.
Students can experience three-dimensional artifacts with Sketchfab.
Resources available to implement virtual reality in the classroom:
Google Cardboard is a head mount for a smartphone, which can be used to
experience virtual reality. There are numerous other head mounts available on this
website that you can choose from to use virtual reality environment
View-Master virtual reality is also a head mount for a smartphone, which can be
used to experience virtual reality.
A computer: Virtual reality experiences can also be explored on the computer.

Research on Virtual reality:


Chih Hung, C., Jie Chi, Y., Shen, S., & Ming Chang, J. (2007). A desktop virtual
reality Earth motion system in astronomy education. Journal Of
Educational Technology & Society, 10(3), 289-304.
Virtual reality was implemented into science classes in the elementary grade level.
Students were given a pre test on Virtual reality that was implemented through the use of
an Earth motion system called DVREMS. DVREMS was used to help better student
understanding in terms of astronomy concepts in the classroom such as spatial concepts,
rotation, revolution, and the Earths Axis. Students were asked questions about Earth and
were given opportunities to observe aspects of Earth through virtual reality to help them
answer the questions. The study found that virtual reality helped students understand
concepts of astronomy.

Mayrose, J. (2012). Active learning through the use of virtual environments.


American Journal of Engineering Education, 3(1), 13-18. Retrieved from
http://eric.ed.gov/?q=virtual+reality+&pr=on&ft=on&id=EJ1058162

Mayrose (2012) conducted a study on implementing virtual reality into the


classroom. The software TILE (Tactus Immersive Learning Environment) was used to
implement virtual reality into the classroom. The study consisted of working with
teachers in different schools to develop lesson on Motion and Forces with virtual learning
as well as teaching lesson on Motion and Forces without virtual learning. Teachers then
implemented the lessons into their classrooms. After teaching the lessons, student
completed a survey and it was found that students indicated that they were more
motivated to learn when virtual reality was implemented into lesson compared to
tradition methods. The article suggests that these findings may indicate that immersive
learning opportunities can result in greater learning and retention among students.

Resources:

Chih Hung, C., Jie Chi, Y., Shen, S., & Ming Chang, J. (2007). A desktop virtual reality
Earth motion system in astronomy education. Journal Of Educational
Technology & Society, 10(3), 289-304.

Fineman, B. (2016, January 15). Real applications of virtual reality in education. In


Internet 2. Retrieved November 9, 2016, from
http://www.internet2.edu/blogs/detail/10002

Mayrose, J. (2012). Active learning through the use of virtual environments.


American Journal of Engineering Education, 3(1), 13-18. Retrieved from
http://eric.ed.gov/?q=virtual+reality+&pr=on&ft=on&id=EJ1058162

Virtual Reality Society. (2016). What is Virtual Reality?. In Virtual Reality Society.
Retrieved November 9, 2016, from http://www.vrs.org.uk/virtual-reality/what
isvirtual-reality.html

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