Category Archives: Virtual Reality

2023 CELT Symposium, ‘Transitions’ in Teaching

By Luis Colon and Jenny Zhang
CELT Instructional Designers
luis.colon@stonybrook.edu and yi.zhang.13@stonybrook.edu

Participants at the CELT Symposium.
CELT Symposium on Teaching and Learning: Faculty, graduate students, staff and administrators attended the day-long event in the Student Activities Center.

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.

A person wearing a virtual reality headset.
The CELT virtual reality team showcased the potential of virtual reality (VR) for enhancing education and collaboration through a captivating VR demo session.

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.

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Anne Moyer, Sohl Lee, Daniel Amarante, Anthony Gomez III, and Kevin Reed served on a faculty panel discussion, ‘The Rebound After Remote: How Teaching Online has Transformed Current Instruction.’

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. 

 

ChatGPT: Friend or Foe?

By Yiren Kong, Ph.D.
Postdoctoral Associate
yiren.kong@stonybrook.edu

A robot hand reaches out to a human hand.
How will human beings ultimately choose to harness the power of ChatGPT and AI?

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! 

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