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.
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).
By Luis Colon Instructional Designer luis.colon@stonybrook.edu
Last month, members of CELT traveled to Buffalo, New York to attend the SUNY Conference on Instructional Technology (CIT) hosted by the University at Buffalo to participate in the event as well as present some of the work that we have been doing. The CIT conference started in 1992 and since has provided faculty and instructional support professionals a space to share their experiences, delve into common issues, work towards finding solutions, and explore the many innovative avenues that allow instructors to enhance the learning environment through the use of technology.
The theme of this year’s conference was: Creating Inclusive Innovation in Higher Education, and showcased engaging sessions from faculty and instructional support professionals focusing on topics such as course design, assessment strategies, artificial intelligence (AI), immersive technologies, and more. In addition to these sessions, there were also exhibits from sponsors including D2L, Lumen Learning, and Respondus, as well as other exhibitors showcasing products and other technologies that could be used in the classroom to enhance the learning experience as well as increase engagement.
During the conference, we presented at two different sessions. Our first session, Critical Conversation on Generative AI, focused on our response to the boom of AI tools to support teaching and learning in college classes at Stony Brook University. The session opened with the CELT AI Timeline, illustrating how CELT started with collaborations with the academic integrity office. CELT proactively communicated to the SBU faculty about the best practices on generative AI in their classrooms and provided ongoing support and training sessions. We stay abreast on the latest AI tools and explore the benefits, challenges, and potential use cases with interested faculty members at Stony Brook University. During the past one-and-a-half-year period, CELT hosted 22 AI events with 1,110 Attendees. The AI panel discussion series covers topics like academic integrity, AI best practices, AI ethics, student perspectives, creative AI in art education, AI, and research. Monthly AI talk sessions allow faculty to ask questions and share their experience. Generative AI in Higher Education workshop series focuses on AI tools training, AI guidelines, assessment redesign, and ethical and practical AI usage for teaching and learning.
Ultimately, as AI tools continued to develop and become more capable it became clear that we would need to expand our offerings to meet the needs and demands of interested stakeholders which we have done over the past year.
During the second half of the session, we opened up the floor to respond to questions for the audience to join the discussion and share their thoughts. The audience shared both valuable insights and ideas regarding AI usage as well as valid concerns regarding the capabilities and rapid growth of the technology. We shared resources at the end of the session and were able to speak to some of the audience members who had additional questions or were interested in continuing the conversation.
Our second session, Exploring VR Applications in College Classes – An SBU Showcase, focused on the applications of virtual reality (VR) of faculty members at Stony Brook University. They explored the capabilities of these types of tools and how they can fit into their course goals and enhance their overall instruction. We began by discussing how the effective utilization of VR can positively impact teaching and learning and discussed specific tools that provide diverse experiences in VR that can be incorporated into any course. This included 360° photo and video, WebXR tools such as FrameVR, and immersive VR tools used in simulation-based learning. We then discussed our collaborations with faculty and staff members at the university and how they are currently using or planning to utilize VR in their courses. This included the work of Mark Lang from the School of Marine and Atmospheric Science (SoMAS), Dr. Guleed Ali from the Department of Geosciences, Dr. Carol Carter from the Department of Microbiology and Immunology, and Dr. Gary Marr from the Department of Philosophy in collaboration with Paul St. Dennis from the Department of Information Technology (DoIT). Then Dr. Guleed Ali presented via Zoom on VR virtual field trips as an inclusive pedagogy strategy in his Geoscience class.
The second part of our session was a hands-on immersive showcase, audience members could try on some of the VR applications we discussed. We set up three stations with Meta Quest headsets where audience members could see firsthand the diverse use cases of VR technology in the higher ed learning environment and familiarize themselves with working in VR. This also allowed us the opportunity to speak with audience members about their experiences with VR in the classroom, how they may be using VR in innovative and exciting new ways, and how they would like to be using VR in the classroom in the future.
The experience of attending and presenting sessions at CIT in Buffalo this year was an exciting and informative experience for our team. It was great to network and collaborate with other colleagues in teaching and learning more about the future of technology in our discipline. Our team returned with many great ideas and approaches that we are excited to implement in our own work.
By Luis Colon
Instructional Designer
luis.colon@stonybrook.edu
On April 12th, the Center for Excellence in Learning and Teaching held their annual Teaching and Learning Symposium. Over the years, the event has allowed educators, researchers, administrators, and more to come together to discuss various aspects of teaching and learning as well as celebrate teaching and learning practices and initiatives at Stony Brook University. The central theme of the day was Innovative Pedagogy which was at the center of conversations and various learning experiences held throughout the day. The theme illustrates the importance of finding new and exciting ways to engage with and include students in the academic environment as well as empowering students to pursue lifelong learning. Close to 100 faculty members, graduate students, staff, and administrators attended the day-long event held in Ballroom A of the Student Activities Center.
The event opened with words from Dr. Carl Lejuez, Provost and Executive Vice President for Academic Affairs, and then led into the keynote event of the day. Dr. Marsha Lovett presented an interactive workshop on innovative teaching and how practice and feedback can be an impactful practice in the classroom. Dr. Lovett is the Vice Provost for Teaching & Learning Innovation at Carnegie Mellon University as well as a Teaching Professor of Psychology and former director of the Eberly Center for Teaching Excellence and Educational Innovation. Her passion for combining teaching and research is illustrated in the book How Learning Works, which has been translated into multiple languages and is now in its second edition with the new subtitle: How Learning Works: Eight Research-Based Principles for Smart Teaching.
The workshop focused on the importance of incorporating opportunities for students to engage in “deliberate practice” where they are challenged appropriately and focus on clear and specific goals. These opportunities allow for observed performance where students would be able to receive targeted feedback that they would be able to use to improve their skills and apply in further practice. To provide targeted feedback, Dr. Lovett recommended incorporating rubrics into assignments as a grading tool where criteria for success is outlined and to remind students to utilize the rubric before, during, and after working on the assignment.
To address the concern of allowing students to practice often without having a huge amount of grading, Dr. Lovett suggested incorporating opportunities for students to engage in active learning. She touched on many different examples of active learning strategies from shorter tasks to whole-class activities which provide students the opportunity to not only practice applying important skills but also allows students to receive feedback through the explanations of concepts and discussions that spark from active learning in the classroom.
Dr. Lovett closed with a discussion on how to provide effective SPACE (Specific, Prioritized, Actionable, Constructive, Expedient) feedback in a manner that is not only easy but also efficient and applicable to courses of all types and sizes. Her suggestions included framing your feedback in relation to your overall learning goals, highlighting priorities in the work, providing class-wide feedback on common pitfalls and errors, and developing a “key” or collection of frequently used comments to use during grading.
Following the keynote session were breakout sessions where Stony Brook University faculty and staff delivered sessions focusing on four different tracks highlighting major topics in teaching and learning today including Course Design, Student Engagement, Virtual Experiences, and Artificial Intelligence (AI). There were three breakout sessions where attendants had the opportunity to either stick to one particular track or attend sessions on different topics of interest. Faculty presenters from across both campuses discussed practical approaches and strategies to implement in classes and recounted their own observations with these innovative teaching practices.
The 2024 Teaching and Learning Symposium was an exciting event that provided an open forum for faculty, TAs, and staff to engage in discourse related to teaching and learning with their colleagues. From using generative AI as a “junk generator” and having students critique its outputs to effective practices to foster inclusivity in the classroom environment, this event addressed many facets of teaching and learning to help students feel welcomed, engaged, and appropriately challenged in their coursework and overall experience at Stony Brook University.
If you would like to learn more about how to make your courses effective, engaging, relevant, and inclusive, you can purchase a copy of How Learning Works: Eight Research-Based Principles for Smart Teachingby Dr. Marsha Lovettat this Amazon link. Linked below is the Google Collaborative Note-Taking Document from the day’s events to catch up with session materials and notes from the various sessions offered.
By Luis Colon and Jenny Zhang
CELT Instructional Designers
luis.colon@stonybrook.edu and yi.zhang.13@stonybrook.edu
The Center for Excellence in Learning and Teaching (CELT) held a Teaching and Learning Symposium on March 24. The theme for this year’s conference was Transitions.The theme reflects how we navigate across multiple changes, such as those with technologies, learning modalities, and in our teaching practices as we strive to provide a more inclusive environment for students. Close to 100 faculty, graduate students, staff and administrators attended the day-long event in the Student Activities Center. Participants from across the university attended sessions that explored transitions and discussed how to best navigate transitions as we are going through them while also anticipating and preparing for future transitions in higher education.
The event opened with a statement from Dr. Carl Lejuez, Provost and Executive Vice President for Academic Affairs, and promptly launched into the keynote event. Dr. Kelly Hogan and Dr.Viji Sathy presented a highly interactive workshop on Inclusive Teaching that modeled concepts, strategies, and activities that instructors can adopt in their own teaching practice. Both Hogan and Sathy are award-winning instructors from the University of North Carolina who are deeply passionate about student success, equity, and inclusive teaching. They have been featured in national publications such as The Chronicle of Higher Education, The New York Times, and others. Their recently published book, Inclusive Teaching: Strategies for Promoting Equity in the College Classroom, analyzes ways that instructors can design their courses and their teaching practice to help students feel that they are welcome and that they can succeed in the academic space.
The workshop started by bringing attention to how inequities can manifest within the learning environment. To address these inequities, Hogan and Sathy provided practical skills and strategies, saying, “It’s our job to ensure that all students have the ability to succeed.” Concrete examples included: “Provide [lecture] notes with blanks, so students can be prompted to recall and fill in the blanks. Use subtitles, visual prompts, and microphones. Pause in time to give people a chance to construct their ideas.”
Throughout the session, participants were encouraged to reflect on their own teaching experiences and to consider how they could use what they took from this session to reduce inequities in their own courses. Hogan and Sathy kept the workshop interactive by utilizing polling, think-pair-share, and other learning strategies to model the value to engaging learners and to keep the audience focused on the learning objectives of the session. The audience responded positively and many continued discussions later on as the event progressed.
Session One, titled Supporting Students Through Transitions, was led by Dr. Kristin Hall of CELT as well as Brandon Bjertnes, Jennifer Poma, and Jennifer Rodriguez of U-RISE. This session focused on the deluge of changes that higher education has experienced over the years and specifically addressed how to best support the next generation of students as they re-learn how to navigate the in-person learning environment in post-pandemic times. The presenters discussed how the definition of the “traditional college student” has changed as the next generation of college students bring more diversity to higher education institutions nationwide. This session provided strategies to address the different learning needs of these students by understanding how they learn best and prioritizing their success. The presentation combined local university data and research-backed practices to ensure that attendees would be equipped with new strategies that could make a difference in their teaching as soon as they would be implemented.
Following the first session were the Food for Thought concurrent table sessions where attendees would have lunch and the opportunity to seek out a table in the ballroom that would be focusing on a research topic of interest related to teaching and learning. The topics ranged from active learning, the utilization of virtual reality and/or augmented reality, TA training and assessment, and more to provide a space for attendees to delve deeper into topics that were of interest to them and would help them to develop their own practice further. Attendees that I spoke with expressed excitement at the opportunity to have time for discussions with others interested in similar topics and said it was a great experience to either learn new skills or reframe and refine old ones.
Virtual Reality
The CELT virtual reality team showcased the potential of virtual reality (VR) for enhancing education and collaboration through a captivating VR demo session. Held in the Student Activity Center (SAC) 302, the event drew faculty members who were eager to explore various VR applications for teaching and learning. Three interactive stations were set up, offering immersive experiences using 360 videos, WebXR Framevr, and Horizon Workrooms.
Station 1: 360-Degree Video
Mark Lang, a 360-degree video and photo expert at the School of Marine and Atmospheric Sciences (SoMAS), has been revolutionizing education through immersive experiences that enhance student engagement, particularly during the COVID-19 pandemic. Mark’s collaboration with Dr. Darcy Lonsdale led to a virtual field trip to the Rocky Intertidal Zone at Crane Neck Point on Long Island Sound, allowing students to explore marine ecosystems remotely, and learn from Dr. Lonsdale’s narrative at the same time. Mark’s ingenuity in customizing equipment for challenging marine environments has improved the quality of the videos. His station attracted many interested faculty. In that demo, they were transported to a realistic sense of presence, observing the ecosystem through the Oculus headset. Faculty were thrilled to learn how this technology could be utilized to take their students on virtual excursions, making remote and inaccessible locations easily reachable for educational purposes.
Station 2: WebXR Framevr
The second VR station introduced WebXR Framevr, an innovative platform for creating and sharing immersive content. Here, participants took a guided tour of a virtual CELT classroom, complete with interactive whiteboards, 3D objects, and multimedia resources. The experience was not only engaging but also demonstrated how virtual learning environments could help break down geographical barriers and foster collaboration between students and educators from all around the world. The WebXR virtual classroom can be accessed through VR headsets, computers, or tablets, making it a most sustainable VR solution.
Station 3: Horizon Workrooms
The third station allowed faculty to experience Horizon Workrooms, a virtual collaboration tool designed for remote meetings and team building. Participants who donned the Oculus headset or computers can join a virtual business meeting. The immersive environment enabled seamless communication and collaboration, showcasing the potential of VR to revolutionize how we work and learn together.
After testing the different VR experiences, faculty members engaged in discussions about the various features of each technology, as well as the hardware and software setup required. They also brainstormed practical applications for their own classes and considered how to integrate VR into their curriculums best to enhance student engagement and learning outcomes.
Following the break for lunch, participants continued to Session Two, The Rebound After Remote: How Teaching Online has Transformed Current Instruction. This part of the program featured a panel discussion facilitated by Dr. Carol Hernandez and Jenny Zhang of CELT, where faculty discussed what they learned and how they grew professionally as a result of teaching during the COVID-19 pandemic. The panel featured Dr. Anne Moyer from the Department of Psychology, Dr. Daniel Amarante from the Department of Chemistry, Dr. Sohl Lee from the Department of Art, Dr. Kevin Reed from SoMAS, and Anthony Gomez III, who is a PhD candidate in English Literature. The session not only provided a wealth of experiential knowledge but included inspiring anecdotes and stories as the panel shared what kept them motivated during the early days of the pandemic and how the experience allowed them to reflect and adjust their instructional approaches to meet their student’s needs. For the panelists, the time spent learning and growing during the era of remote learning would continue to be valuable to them to this day as many still use these strategies in their current teaching practice.
Session Three, Brightspace: Lessons Learned, was led by Diana Voss and Jennifer Adams of the Division of Information Technology and focused on some of the most impactful teachable moments that they have experienced as the university has shifted to using D2L Brightspace as the learning management system for Spring 2023 and beyond. The session was informative and useful as faculty, TAs, and staff were provided with some of the most useful and popular features in D2L Brightspace to help enhance the learning experience, create an inclusive classroom environment, collect student data, and more. The Q&A section of the presentation allowed the attendees to engage with the presenters and discuss some of the challenges that they have encountered throughout their transition to D2L Brightspace. Attendees either had their questions answered or were able to set up a time where they could consult with someone from the Division of Information Technology to find solutions to these challenges as soon as possible.
Overall, the 2023 Teaching and Learning Symposium delivered on its promise to address transitions in teaching and learning at the higher education level in an environment that celebrated growth and professional development for all. The event provided an open space for faculty, TAs, and staff to engage in discourse related to teaching and learning with their colleagues in a constructive manner. On the topic of education, theologian John Cotton once said that, “Those who teach, must never cease to learn.” That sentiment is as true today as when it was first written. Events such as the CELT symposium ensure that professional learning never ceases and that today’s educators become better each day.
If you’d like to learn more about the CELT Symposium, here is the Google Collaborative Note-Taking Document from the day’s events. If you have notes to share, please feel free to edit and add your notes. Also, here is a reference sheet from the keynote speakers Dr. Kelly Hogan and Dr. Viji Sathy that they shared after their session.
By Yiren Kong, Ph.D. Postdoctoral Associate yiren.kong@stonybrook.edu
You have probably heard the word ChatGPT thrown around recently. It is the new trending artificial intelligence (AI) tool that can do a lot of things. One of the most well known features of ChatGPT is to produce content based on the prompt you give to it. As an example, I asked ChatGPT to write a poem about Stony Brook University and here is what it composed:
Beneath the sun and sky so blue, Stands Stony Brook, a sight to see. Where knowledge grows, and dreams take flight, A place where students shine so bright.
With halls of learning, and fields of green, A place where one’s true self is seen. Where diversity and inclusivity thrive, And the future is shaped by those who arrive.
From science to arts, and engineering too, Stony Brook has something for me and you. With professors who inspire and guide, And opportunities that cannot be denied.
A place of growth, and a place of pride, Stony Brook is where we reside. With memories made and friendships true, Stony Brook, we’ll always carry you.
Pretty impressive, right? So what is ChatGPT exactly? ChatGPT is an AI Chatbot developed by the company OpenAI. It was released in November 2022. GPT stands for Generative Pre-training Transformer. Essentially, ChatGPT is a large language model (LLM) which relies on the probability distribution of word sequences. Simply put, ChatGPT is trained with a large amount of text inputs, as explained in this video. It summarizes, predicts, and generates new information based on the information that was given. It is smart enough to not use nonsensical or grammatically incorrect word sequences (due to low probability) and instead to produce content that is more human-like.
ChatGPT is indeed a critical step forward for AI and technology. However, what does it mean for higher education? Is it easier for students to cheat on assignments and exams now? I believe a lot of us are worried about the impact of ChatGPT and AI on education.
A recent study published by professor Christian Terwiesch at the University of Pennsylvania Wharton School documented how well GPT-3, an earlier version of ChatGPT, could do in the final exam for one of the courses in the school’s MBA program. It turned out that GPT-3 performed pretty well on certain questions and not so well on others. Surprisingly, GPT-3 made mistakes on simple calculations while perfectly answering more complex questions such as those on process analysis. In the meantime, GPT-3 showed the ability to learn and adapt. Once GPT-3 was given more hints by the instructors, it was able to rectify the once incorrect answers. In the end, GPT-3 was able to receive a B to B- grade on this exam.
Surely, there is a sense of uncertainty and fear when we face something that seems so shiny and powerful. But do educators need to panic yet? In my honest opinion, probably not. As we have learned so far, ChatGPT relies heavily on learned information. It can produce “original” content but that does not equal “original” thoughts. If we grow more mindful towards the assignments and exams that we design, asking questions that elicit more meaningful and sophisticated answers, it will be very difficult for ChatGPT or AI in general (in its current form) to follow. Meanwhile, the anti-cheating AI technology to detect what is created by AI is also developing and that will greatly help combat the misuse of technology like ChatGPT. In addition, having more learning activities that require personal communication (i.e., presentations, group work) will also offset the potential negative effects on learning that may be brought by AI technology.
On the other hand, the power of ChatGPT can also be used by instructors in various ways to enhance their teaching strategies. For example, ChatGPT can answer straightforward questions about basic course requirements for the instructors so they have more time to answer content questions. In other instances, instructors can use ChatGPT to generate prompts for classroom activities or use it with students to brainstorm.
So-called new technologies can push us to reassess what we are doing and why. For example, there is an interesting quote by Socrates in the Phaedrus (274b-277a). Plato mentioned that his teacher once said, “[writing] will implant forgetfulness in their souls. They will cease to exercise memory because they rely on that which is written, calling things to remembrance no longer from within themselves, but by means of external marks.” But today, writing has become a routine and indispensable part of our life and helps us in numerous different ways. Similarly, let’s take a deep breath and take some time to truly understand what ChatGPT and AI means to us. After all, the most important thing is how we, the human beings, ultimately choose to harness the power of ChatGPT and AI.
Do you want to find out more? Do you have ideas for how to embrace or deter the use of ChatGPT as part of your teaching practice? Sign up for the CELT panel discussion: Trends and Tips: Assessment in the Classroom. Email CELT@StonyBrook.edu to sign up for our listserv and get the latest updates about this and more!
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:
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.
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.
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.
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.
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
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!
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