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Blog 5- Virtual Reality (VR) in Education

sarahbensaidi

What is Virtual Reality?

Virtual reality (VR) is a term for a type of technology that submerges users in a simulated environment that can either be an exact reproduction of the actual world or be completely made up (Pantelidis, 2010). Users of virtual reality (VR) often use head-mounted displays that offer a 3D visual experience. They may additionally wear haptic devices that offer tactile input or enable interaction with the virtual world (Dalgarno & Lee, 2010).

Virtual Reality in 60 Seconds YouTube clip by Bernard Marr & Co.


How Clouds over Sidra 360 that can be used in the classroom to foster creativity

'Clouds over Sidra 360' which is a virtual reality documentary immersing the audience in the day-to-day activities of Sidra, a 12-year-old Syrian refugee living in a camp in Jordan.

Students may learn more about the difficulties experienced by refugees and build empathy for their circumstances by being given an interactive experience. Students may then be motivated to consider original solutions to the problems encountered by migrants and to solve those issues (Watanabe-Crockett, 2017). Students may utilise resources like Google Cardboard to make their own VR experiences that demonstrate their knowledge and creativity (Watanabe-Crockett, 2017).

Demonstration on 'Clouds over Sidra 360' and Google Cardboard CC by Sarah Bensaidi

Oculus Quest 2

A stand-alone virtual reality (VR) headgear called Oculus Quest was created by Oculus, a Facebook subsidiary. It was made available in May 2019 and provides wireless, all-in-one VR entertainment (Oculus, n.d.). The headgear includes a pair of Touch controllers that enable natural hand and finger movements within the VR environment. These controllers also have room-scale monitoring, allowing users to move around and engage with simulated things physically (Oculus, n.d.).

Use of Oculus Quest 2 CC by Sarah Bensaidi

CoSpace

CoSpace is an online platform that enables users to design and control 3D virtual robots (Alimisis, Kynigos, & Kiranoudis, 2018). The platform was created to be utilised in education settings, by giving students an interactive, hands-on learning experience that enables them to build their programming, design, and problem-solving abilities. The technology enables students to create their own virtual settings and robots. This enables students to explore various concepts and display their creativity in their projects (Kerawalla et al., 2016).

The risk that students would too concentrate on the technical elements of producing in the virtual world and neglect to have a more conceptual knowledge of the subject matter (Bacca et al., 2014).

CoSpace design CC by Sarah Bensaidi


References

Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality trends in education: A systematic review of research and applications. Journal of Educational Technology & Society, 17(4), 133-150.


Bernard Marr. (2021c, March 8). What Is Virtual Reality (VR) In 60 Seconds [Video]. YouTube. https://www.youtube.com/watch?v=YLb1gnmsceA


Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10-32.


Kerawalla, L., Luckin, R., Seljeflot, S., & Woolard, A. (2016). Using CoSpaces to support robot-related computational thinking. In Proceedings of the 10th International Conference on Robotics in Education (pp. 133-142).


Oculus. (n.d.). Oculus Quest. Retrieved from https://www.oculus.com/quest/


Pantelidis, V. S. (2010). Reasons to use virtual reality in education and training courses and a model to determine when to use virtual reality. Themes in Science and Technology Education, 3(1-2), 59-70.


Watanabe-Crockett, L. (2017). Using Virtual Reality to Enhance Learning and Empathy. EdTech Magazine.









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