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Virtual Reality in the Classroom

Virtual Reality in the Classroom

https://edex.adobe.com/en/pd/course/2virtualreality18

About this course

Explore the principles of designing virtual reality (VR) content and how to use Adobe creative tools to create impactful VR experiences. Then learn how to apply your new digital skills to integrate VR projects into your curriculum.

Designing VR content encourages students to express their ideas through an engaging and innovative digital format. VR projects can be used effectively in all subject areas, allowing students to improve their communication skills and digital literacy while learning key content objectives.

What will I learn?

  • How using virtual reality projects in your curriculum can produce positive outcomes for you and your students
  • Best practices and principles for creating amazing virtual reality experiences
  • The technical skills to create your own virtual reality with Adobe tools (with support from expert digital media educators)
  • How to apply your new skills to integrate virtual reality projects into your curriculum
  • Collaborate with educators from around the world

Who is this course for?

This course is aimed at all educators working in primary, secondary or higher education. No prior experience with Adobe tools or digital media technologies is required.

How long is the course?

The course runs for two weeks, starting on 1st October 2018, and should take about 10 hours to complete. All coursework must be submitted by 26th October 2018.

What will it cost?

Enrollment and course completion certificate are FREE!

What software/technology will I need?

What will I receive when the course ends?

After successfully completing this course, you will receive a digital badge and course certificate that states that you have completed 10 hours of professional development.

About Adobe Education Exchange Courses

Each week of an Education Exchange collaborative course includes:

  • Design and instructional theory content, innovative and tailored for educators
  • Interactive live class session taught by expert educators and featuring guest industry experts
  • Hands-on creative assignment with personalized feedback from instructors and other educators
  • Reflective learning journal best practice
  • Community collaboration and discussion

Live Class Information

This course will include two live classes, which take place on the following days:

  • Class 1 on Wednesday October 3rd, 2018
  • Class 2 on Wednesday October 10th, 2018

Each class will take place three times; once in each of the following time zones:

  • AEST/AEDT (Sydney) from 7pm – 8pm
  • BST (London) from 7pm – 8pm
  • CDT (Chicago) from 7pm – 8pm

If you can’t make the live classes for whatever reason, don’t worry – all three iterations of each live class will be recorded and available to view here.

Library Virtual Reality Lab

https://wmich.edu/library/services/vr

https://wmich.edu/vr/learning#tutorials

https://wmich.edu/vr

Our library is gearing up to create a virtual reality demonstration station using either VTC Hive or Oculus Rift. We want to make sure that we at least a small suite of educational VR products.
If your library runs a VR workstation, could you share one or two educational titles that you’re especially happy with? We are planning on getting Mission:ISS, a simulation of the International Space Station.
Thanks!
========================================
Daniel Cornwall
OWL Program Manager / Internet and Technology Consultant
Alaska State Library

We’ve got “Mission: ISS” as well.  We’re happy with all of our educational titles so far and are looking to expand.


Best wishes,
Scooter

Scott Russell, Director of IT Services
University Libraries, Western Michigan University

scott.russell@wmich.edu

animated virtual reality

Create Your Own Animated Virtual Reality

http://practicaledtech.com/2018/01/28/create-your-own-virtual-reality/

Google’s Cardboard Camera and Street View app are good tools for creating simple virtual reality imagery

 

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more on VR in education in this IMS blog
http://blog.stcloudstate.edu/ims?s=virtual+rality+education

studies virtual reality education

Three Interesting Studies on Virtual Reality in Education

http://www.freetech4teachers.com/2016/06/three-interesting-studies-on-virtual.html

Construct3D: a virtual reality application for mathematics and geometry education.

On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE.

Can virtual reality improve anatomy education? A randomised controlled study of a computer‐generated three‐dimensional anatomical ear model.

Ethical Considerations For Using Virtual Reality

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

G+ link https://plus.google.com/+TessPajaron/posts/8YYgjoPrQvq

In an address to the VRX conference in San Francisco, noted game developer and tech wizard, Jesse Schell predicted that over 8 million VR gamer headsets will be sold in 2016. Facebook purchased Oculus Rift, presumably laying the groundwork for a future where friends and family will interact in rich virtual spaces. All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market.

Experimenting with VR in his classes as part of a project piloted by Seattle-based foundry10, a privately funded research organization that creates partnerships with educators to implement, research and explore the various intersections of emerging technologies and learning, including VR..

And the technology’s potential for good is vast. It has already been used to help with autism, improve personal financial management, treat PTSD and manage pain. More and more news outlets, including the New York Times, are adopting immersive journalism, where news stories can be experienced through VR.

As an educational tool, VR might prove transformative. Google Expeditions allows students to take over 100 virtual journeys from ancient Rome to the surface of Mars. It might also have a big impact on social emotional learning (SEL), as VR’s unique ability to produce empathy recently led Wired magazine to explore its potential as “the ultimate empathy machine”. Addressing a persistent anxiety, Suter used Samsung Gear’s Public Speaking Simulator to successfully prepare a few nervous students for class presentations, reporting they felt “much more calm” during the live delivery.

Ethical Considerations

In a recently published article, researchers Michael Madary and Thomas K. Metzinger from Johannes Gutenberg University in Germany review a series of ethical considerations when implementing VR. The illusion of embodiment may provide VR’s greatest value to education, but also lies at the heart of its ethical implementation. Madary and Metzinger believe that VR is not just an evolution from television and video game screens, but a revolution that will have an enormous social impact. In their paper, they claim that:

VR technology will eventually change not only our general image of humanity but also our understanding of deeply entrenched notions, such as “conscious experience,” “selfhood,” “authenticity,” or “realness.”

It’s important to remember that many current VR uses in schools, like Google Expeditions, are not interactive VR, but simply 360-degree video experiences. In these cases, students experience immersive 3D pictures or panoramas, but do not deeply interact with the content. The illusion of embodiment is a product of interactive content and motion tracking, where users can alter and affect their environment and engage with others who share their virtual space. Headsets like the Vive and Occulus Rift fall under this latter category, but it won’t be long before most, if not all, consumer oriented VR technology will be completely immersive and interactive.

1. Long-Term Effects and Prolonged Exposure

2. The Impact of Environment on Agency and Behavior

3. Aggravating Preexisting Psychological or Emotional Issues

4. (Un)Reality and Diminished Real World Interactions

5. Privacy and Data Gathering

 

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more on virtual reality in this IMS blog

http://blog.stcloudstate.edu/ims?s=virtual+reality

virtual reality games and learning

Research Suggests Students Learn More When Collaborating in Virtual Reality Games

By Michael Hart

https://thejournal.com/articles/2016/06/22/research-suggests-students-learn-more-when-working-together-in-virtual-reality-games.aspx

In the research project led by Ph.D. candidate Gabriel Culbertson, 48 students were recruited to play two versions of the game. In one group, students were connected via a chat interface with another player who could, if they wanted, offer advice on how to play. The second group played a version of the game in which they were definitely required to collaborate on quests.

The research group found the students in the second so-called “high-interdependence” group spent more time communicating and, as a consequence, learned more words.

The research then expanded to a larger group of 186 Reddit users who were learning Japanese. After reviewing gameplay logs, interviews and Reddit posts, they found that those who spent the most time engaged in the game learned more new words and phrases.

The Cornell research team presented its research results at the Association for Computing Machinery Conference on Human-Computer Interaction in May in San Jose, CA.

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more on games in this IMS blog:

http://blog.stcloudstate.edu/ims?s=games

more on virtual reality in this blog:

http://blog.stcloudstate.edu/ims?s=virtual+reality

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