Category Archives: VR

Exploring Teaching and Leaning Technology at CIT 2024

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.

The University at Buffalo sign and some trees.
The University at Buffalo was a great location for this year’s CIT 2024 conference.

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 Showcasefocused 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. 

Members of CELT at the CIT 2024 conference.
CIT2024 was a great opportunity to gather insights and explore technology in teaching and learning!

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.

2024 CELT Teaching and Learning Symposium – Focusing on Innovative Pedagogy

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. 

Attendees at the 2024 CELT Symposium during the keynote workshop.
Dr. Marsha Lovett delivered an informative and engaging keynote workshop.

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.

Attendees at the CELT Learning Symposium 2024.
Faculty and staff participated in learning sessions and activities throughout the all-day event.

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 Teaching by Dr. Marsha Lovett at 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.

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