Application of Virtual Reality in Higher Education
Most colleges and universities are either not using virtual reality (VR) or are using it in more token ways. Yet, according to the Gartner Hype Cycle for Emerging Technologies 2018 report, these technologies are rapidly reaching a much more mature stage – holding more promise for higher education and student learning than ever before. For most institutions, however, this promise of VR in student learning is still unrealized.
That’s why we’ve designed a collection of webcasts and resources to help you explore how VR might fuel better learning outcomes. See below which of our webcasts and resources you and your team qualify for based on your membership status.
Blended Reality, a cross-curricular applied research program through which they create interactive experiences using virtual reality, augmented reality and 3D printing tools. Yale is one of about 20 colleges participating in the HP/Educause Campus of the Future project investigating the use of this technology in higher education.
Interdisciplinary student and professor teams at Yale have developed projects that include using motion capture and artificial intelligence to generate dance choreography, converting museum exhibits into detailed digital replicas, and making an app that uses augmented reality to simulate injuries on the mannequins medical students use for training.
The perspectives and skills of art and humanities students have been critical to the success of these efforts, says Justin Berry, faculty member at the Yale Center for Collaborative Arts and Media and principal investigator for the HP Blended Reality grant.
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Donally, J. (2018). Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms. Portland, Oregon: International Society for Technology in Education.
Whenever I’m doing a virtual-reality demonstration, I ask for 40 minutes to an hour to get all of the students set up with their headsets, oriented in the virtual space, and then the learning can actually begin. It is not just something where you can throw headsets in a classroom and expect everyone to immediately start the learning objectives that you’re aiming for. You do need to do a little of that work explaining how the technology functions and making sure that everyone has the vision requirements, the hearing requirements, the physical requirements.
more on Ready Player One in this IMS blog
The British Journal of Educational Technology (Impact Factor 2.588) has an upcoming special section on Immersive Virtual Reality in Education. For details see:https://onlinelibrary.wiley.com/page/journal/14678535/homepage/bjet_special_issues.htm#1
More on nursing and VR in this IMS blog