By Yiren Kong
Educational Research & Grant Development Specialist
yiren.kong@stonybrook.edu
Virtual reality (VR), characterized by its immersive experiences and interactive capabilities within virtual environments, has the ability to enhance educational experiences. The unique characteristics of VR and the availability of low-budget VR headsets in recent years signal great potential in using VR as a learning tool on a large(r) scale to help students learn effectively. Additionally, the growing popularity of VR in everyday lives speaks to a need to provide opportunities for students to familiarize themselves with VR at school.
Inspired by and building upon these premises, the Center for Excellence in Learning and Teaching (CELT) at Stony Brook University has held a series of hands-on VR workshops over the past year to showcase the possibilities of using VR in higher education classrooms as an alternative learning option. This series of professional development events have been well received by faculty and staff members across both east and west campuses. Many have expressed interest in continuing the conversation with us and exploring feasible ways to integrate VR into their classrooms. Reflections on these events and discussions with different stakeholders has revealed the importance of helping faculty and staff members to have a deeper and more comprehensive grasp of VR, which could help them in make an informed decision about whether and how they will use VR as an optional learning tool to facilitate their students’ learning experiences.Â
In order to familiarize faculty and staff members with VR as an effective learning option, CELT has made multiple efforts. In addition to offering workshops and collaborating with interested faculty members on research and grant projects centered around the theme of VR, CELT also just soft-launched a VR studio in Harriman Hall after working on the space for more than half a year. This VR studio serves as a collaborative space for faculty members to work closely with experienced instructional designers and educational researchers at CELT to develop VR learning activities.
The CELT VR studio features two VR stations which present two very different VR solutions and experiences. The first station is powered by an HTC VIVE and a gaming PC which is capable of providing a highly visual and immersive experience. The second station features a Meta Quest 2, which is an all-in-one headset that offers affordability, convenience, and accessibility. Different from the HTC VIVE, Meta Quest 2 does not need to be connected with a computer at all and can run VR applications by itself. Besides, the price for a Meta Quest 2 is much lower than an HTC VIVE, at the cost of lower graphic quality and performance.
Empirical research has pointed out that VR, when being used appropriately in a suitable learning environment, could help with both learning experience and outcomes. Moreover, integrating VR in classrooms could help mitigate digital divide and enable upward social mobility for underrepresented students in this digital age. If you are interested in developing a VR learning activity and try out in your classroom, or if you just simply want to learn more about VR, feel free to come and work with us in the newly launched CELT VR studio (appointment needed).