VR in Your Classroom

By Jenny Zhang, M.S.
Instructional Designer
yi.zhang.13@stonybrook.edu

Why VR?
Virtual Reality (VR) is a technology that allows a user to interact with a computer-simulated environment, which can be either a simulation of the real world or an imaginary world (Mandal, 2013). The particular  features of VR are immersion, interactivity, and presence (Lin, 2020) .

To be more precise, there are four virtual technologies, Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and Extended Reality (XR). Here are some brief descriptions: 

  • AR adds digital elements to a live view. 
  • VR implies a complete immersion experience that shuts out the physical world. 
  • In the MX experience, which combines elements of both AR and VR, real-world and digital objects interact.
  •  XR is an umbrella term that covers AR, VR, and MR. Often the term XR is used interchangeably with VR to describe the above-mentioned technology. 
Person wearing a virtual reality headset.
CELTT can work with you to design your VR project based on learning objectives and subject matter, provide tutorials, and integrate VR components with your Brightspace course.

In recent years, Meta introduced the more affordable headset, Oculus Quest 2, which makes it feasible for higher education institutions to use VR in their classrooms, online or onsite. VR can improve student engagement, social interaction, community building, immersive learning, group activity, and inclusiveness. Many universities have already used VR for lab simulations, virtual field trips, virtual museums, language learning sessions, creative studios, and online avatar-based activities. Research shows using VR in higher education can be beneficial and when well-implemented, can support student engagement and success (Majchrzak et al., 2022). The immersive VR learning experiences can spark student interest, motivation, and engagement (Flynn & Frost, 2021).

The 2022 Global Market Report on Virtual Reality in Education indicates VR in the education market is projected to increase from $6.37 billion in 2021 to $8.66 billion in 2022. (Virtual Reality In Education Global Market Report 2022, n.d.). The growing demand for immersive learning for students shows an increasing interest in adding VR into college classrooms. 

CELT’s Pick

In the beginning of Fall 2022, the Center for Excellence in Learning and Teaching (CELT) held a VR open house titled “Teaching Tips and Treats with CELT: Immersive VR demo,” in which we showcased four VR tools that we handpicked, and provided our audience with the chance to try them out in person. Here is a summary of the four VR tools.

  1. Quick and Easy Solution for Virtual Field Trip – 360° ° photos

The first and easiest one to implement is the 360°  photo. This technology has been around for a while, and the equipment (360°  camera) and hosting platform are readily available and affordable. The 360°  video creates an immersive static learning environment for students, ideal for demo classrooms, museums, labs, art galleries, campuses, or any worldwide location. The instructor can take a 360°  photo and upload it to a web platform, and share the link with students easily. There are also existing 360°  photo resources available, like 360° cities. Students access the web link through a web browser using their computers or tablets/phones or view it with a VR headset. If you are interested in using it for your class, CELT would gladly help you capture your 360°  photos and embed them into your Brightspace course. 

Check out the embedded 360°  photos: CELT and Faculty Commons VR Tour

  1. Cross-platform 3D social learning space – Framevr.io

Framevr.io is like a 3D version of SecondLife; it is a cross-platform 3D space for VR headset users, computer users, and smartphone users. The frame is the easiest way to create an interactive virtual reality classroom. Instructors can demo their 3D models, upload files (videos, pdfs, slides, images, and audio), share their screens, stream their live lectures, use a collaborative whiteboard, add a poll, and chat via text or voice. It even has a live closed caption feature. Students can control their avatars to walk around, chat with other students, write on the whiteboard, and play basketball games with peers. 

Capacity: 30 people per frame
Cost: free

Please visit CELT at FrameVR and have some fun!

  1. Mixed Reality 3D virtual design powerhouse  – Gravity Sketch

Gravity Sketch is an intuitive 3D design platform for cross-disciplinary teams to create, collaborate, and review in an entirely new way. It integrates images & 3D assets with textures and materials. The app works cross-platform with iPad and computer. Students can collaborate with 3 other people synchronously. 

Capacity: individual mode or 4 people collaborate mode
Cost: free

  1. Virtual Reality Meeting Room – Meta Horizon Workrooms

Horizon Workrooms is a collaboration platform that allows teams to gather in a virtual space, using VR or the web, and engage in productive activities through whiteboards, VR workstations, calendar apps, file sharing, chat, and other virtual replicas of office tools. The function and user interface of  Workrooms are quite sophisticated, and it can integrate seamlessly with computers and keyboards. 

Capacity: 16 people in VR, or up to 50 using a combination of VR and video chat
Cost: free

There is a plethora of VR technologies available, so how do you pick and choose the VR tech tools that suit your needs? We would recommend the following rules of thumb: 

  • Does the technology serve your learning objectives?
  • Does the technology allow group activities and collaboration? 
  • Is it user-friendly, accessible, and inclusive? 
  • Is it cost-effective? 

Based on that, we picked up four VR-related technologies for demonstration. 

How to get involved?

If you are interested in exploring the use of VR in your classroom or simply want to experience VR, CELT is here to help. We can work with you to design your VR project based on learning objectives and subject matter, provide tutorials, and integrate VR components with your Brightspace course. In the meantime, feel free to reach out to us if you are interested in initiating and/ or collaborating on research projects in VR. If you have any questions, we can be reached at celt@stonybrook.edu.

Moreover, join our Yammer CELT VR community for more conversation on VR!

References:

Flynn, C., & Frost, P. (2021, April 16). Making VR a Reality in the Classroom. EDUCAUSE Review. https://er.educause.edu/articles/2021/4/making-vr-a-reality-in-the-classroom

Lin, Q. (2020). Application and development of virtual reality technology in artificial intelligence deep learning. IOP Conference Series: Materials Science and Engineering, 740(1), 012151. https://doi.org/10.1088/1757-899X/740/1/012151

Mandal, S. (2013, April). Brief introduction of virtual reality & its challenges. International Journal of Scientific & Engineering Research, 4(4). https://docslib.org/doc/7170081/brief-introduction-of-virtual-reality-its-challenges

Majchrzak, T. A., Radianti, J., Fromm, J., & Gau, M. (2022). Towards routinely using virtual reality in higher education. ScholarSpace, University of Hawaiʻi at Mānoa. http://hdl.handle.net/10125/79341

Virtual reality in education global market report 2022. (n.d.). The Business Research Company- Global Market Report. https://www.reportlinker.com/p06244974/Virtual-Reality-In-Education-Global-Market-Report.html?utm_source=GNW

 

 

 

About Carol Hernandez

Senior instructional designer and faculty developer in the Center for Excellence in Learning and Teaching, Stony Brook University. Research interests: inclusive pedagogy, women of color leadership in higher education, qualitative research, creative writing.

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