Sunday, February 10, 2019

Virtual Reality



Virtual reality is a believable interactive 3D computer created world that you can explore in such a way that you actually experience it and feel like you are physically there (Explain that Stuff, 2018). The potential uses for learning with VR are far reaching, however, limitations include but are not limited to, additional equipment costs, management costs, update costs, technical support, platform dependence, and heavy reliance on internet connectivity. Before deciding to implement a VR lesson, the question should be asked, what can VR do for the learner better than a 2D environment?  How can we use VR to stimulate cognition in a greater way?

Three forms of virtual reality include fully immersive, non-immersive, and collaborative. Fully immersive VR is believable, interactive, computer generated, explore-able, and immersive. This kind of virtual reality typically involves a headset and controls for the hands to manipulate the environment. Non-immersive would meet most of the the criteria above yet is not fully immersive. A flight simulator or a 3D modeling system would fit in this category. A collaborative VR environment might be a computer 3D game like Minecraft that enables users to walk around in a 3D world, communicate with on another, and build the landscape together.  The following is an example of Minecraft in Education



Doctoral students only: In two additional paragraphs, describe the relationship between VR and cognition and the implication for using VR in educational settings.

The use of VR and AR assist the students cognitive abilities. Mental imagery and visualization are critical to understanding the cognitive processes of the mind (Zap, N, Code, J, 2016).  AR and VR provide cognitive support for challenging tasks. Examples include complex chemistry experiments, surgery, and astronomy.

Think about the difference between reading about how chemicals bond with one another and entering into the world of molecules via VR. Immersing yourself into the molecular world creates new kinds of cognitive connections, otherwise impossible. Additionally, a student learning about the stages of pregnancy and the size of the baby from books and articles provide one level of cognition, but through VR one can enter into the world of the growing baby and experience the different stages from an immersive and deeply meaningful perspective. This sort of immersion could have effects on how we understand life.

The implication for using VR in educational settings are far reaching and getting easier for teachers to access as prices come down thanks to projects such as Google Cardboard and Google Expeditions. Think about VR in the classroom and how students might take virtual field trips to the Roman Colosseum or even a school in small village in Kenya.  Reading about it, watching videos, and talking about it only effects some of our senses. However, through immersive VR environments more of our senses are activated and therefore the experience becomes more meaningful and sets the stage for deeper learning. We are only scratching the surface of AR and VR. The barriers are real and like all technology can sometimes be hindrance to learning, but as technology advances and becomes more accessible, cheaper, and reliable, there is the potential to embark on a brave new world that leverages these cutting edge immersive environments.


References:

Explain that Stuff (14 Mar. 2018.). What is virtual reality? - A simple introduction. Explain that Stuff. Retrieved from http://www.explainthatstuff.com/virtualreality.html

Zap, N., & Code, J. (2016, June). Virtual and augmented reality as cognitive tools for learning. In EdMedia: World Conference on Educational Media and Technology (pp. 1340-1347). Association for the Advancement of Computing in Education (AACE).

3 comments:

  1. Hi Terence,

    Great summary and write up about virtual reality! I have to ask, what did you use to take the photos of your office space for ThingLink? I tried using my phone (Motorola X4) but I assume that it either doesn't have a fantastic camera or I didn't know how to properly setup the image to capture such a clear picture! It came out great. Your point about understanding how virtual reality and a 3D image can enhance or go beyond what a 2D image can is important to think about. The time and effort put into 3D images and virtual reality concepts can certainly make things easier but it could also be wasted effort if the 2D image would have been faster and just as efficient for learning purposes. The cognition component is also important to contemplate because virtual reality can provide a new perspective to learning that traditional teaching methods may lack. While you can always play a video for students, the ability to have the video "playing around" the student in the form of virtual reality can really open the doors to connecting complex teachings together. As you mentioned, it is one thing to stare at a 2D image of a molecular compound but a whole another level of understanding can be acquired if you can manipulate a 3D image to see how the compound comes together and separates with various other chemicals.

    Andrew Hazelton

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    1. Hi Andrew - I used my phone. The Google Pixel 2 to take the 3d image. It has a rally cool feature built in to take 3D VR photos. It also has some fun augmented reality apps built in as well.

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  2. Terence,
    I appreciated the unique insight into your life with the VR tour via Thinglink! The video turned quality of the two panoramas is spectacular. I also enjoyed your thoughts on linking cognitive development on a molecular level and the illustration of understanding and appreciating life more by being immersed in a learning experience about the development of the fetus.
    From a project perspective, you met all of the specified criteria and did a great job doing so.

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