Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts

Sunday, December 11, 2016

The Potential of Virtual Reality

Many educators, including myself, routinely talk about the need for innovation in education. If we continue to employ the same type of thinking then we will get the same or results. We also run the risk of taking a step backwards and experiencing worse results than anticipated.  Change isn’t coming; it is already on our doorstep! Thus we must begin to embrace new ideas and methodologies.  It can be concluded then that change is necessary in a digital world thanks to the exponential evolution of technology.  

We must begin to explore and implement innovative learning activities beyond isolated pockets of excellence.  Innovation in education can defined as creating, implementing, and sustaining transformative ideas that instill awe to improve learning. Technology not only awes, but it can also empower our learners in amazing ways. It’s time to start asking and focusing on the right questions. It is difficult for many educators, including myself, to keep up with the evolving digital landscape.  Being able to access information is only a start. When you think about it we are drowning in a sea of information. Access only matters if it is turned into new knowledge and action.

Lets now apply the elements of innovation, change, access, and knowledgeable action to the evolving technology of virtual reality.  Just a few years ago this type of technology was financially out of reach for the majority of schools across the world. Now, however, educators can provide access to an artificial world that consists of images and sounds that is affected by the actions of a student who is experiencing. Thanks to innovative products like Google Cardboard virtual experiences can be provided to students with just one smartphone and a $15 cardboard box outfitted with two lenses.  




There are so many educational experiences that students can engage in using Google Cardboard, the world’s most affordable VR headset. Teachers can bring lessons to life with Google Expeditions and take students on interactive, virtual field trips. Below is the description from Google:

Google Expeditions enable teachers to bring students on virtual trips to places like museums, underwater, and outer space. Expeditions are collections of linked virtual reality (VR) content and supporting materials that can be used alongside existing curriculum. These trips are collections of virtual reality panoramas — 360° panoramas and 3D images — annotated with details, points of interest, and questions that make them easy to integrate into curriculum already used in schools.

To get started and view a complete list of Google Expeditions click HERE. The benefit of VR and Cardboard is not limited to Google Expeditions. There is an array of free and paid apps available.  For a list of some free apps that can be utilized in the classroom click HERE.

The potential of VR lies well beyond just accessing and viewing information on a device such as Google Cardboard.  For an innovative learning activity such as this to have real value the information gleaned from the experience should be transformed into knowledge and action.  Take a look at the video below to see what I mean.



As the mother states, innovation saved her daughter’s life.  The doctors not only used VR and Google Cardboard, but they did these important steps:

  • Accessed and collected vital information
  • Converted information into new knowledge
  • Used new knowledge to develop a solution and act

This example is the epitome of innovative learning.  It is my hope that we will move students well beyond just viewing and accessing information through VR technology and use the simple process above.  Actually, we need to lend a more critical eye to why and how technology is currently being used in education to veer away from surface level integration and substitution. The Rigor Relevance Framework provides great guidance on how to make this happen.

Tuesday, May 20, 2014

3D Virtual Learning a New Reality

It has been yet another exciting year at New Milford High School.  We have continued to sustain numerous innovative initiatives while looking for other opportunities to improve the learning experience for the school community.  This year alone Laura Fleming, our stellar media specialist, has successfully created a Makerspace for our students as well as a digital badge platform to acknowledge the informal learning of teachers.  Both of these initiatives have exceeded our expectations and have been met by rave reviews from staff and students alike.  However, a lesser known undertaking might possibly redefine learning in ways that we could never have imagined a few years ago.

At NMHS we focus on empowering students to take ownership of their learning. To that end each staff member is also given the autonomy to be catalysts for change.  When I hired Laura last September, I explained the type of autonomy she would have, including complete control over her budget.  I then gave her one task, which was to leverage her expertise to create unparalleled learning experiences for our students that would inspire a love for learning and prepare them for success after graduation.  Using her connections, she formed a partnership with a company called Proton Media that provides essentially an enterprise solution called Protosphere intended for corporations to explore the possibilities of 3D virtual learning and collaboration in the cloud. The goal of this partnership is to create a 3D virtual learning environment for our school. Check out our progress below.


Using the Protosphere platform we are exploring the unique pedagogy in a virtual environment and technology as the learning environment.  Laura’s inspiration for this idea came from Sugata Mitra’s TED talks on how students can teach themselves and building a school in the cloud.  The cloud allows for both synchronous and asynchronous learning, attributes that we hope to utilize.   In this environment the role of the teacher shifts to facilitator of knowledge acquisition. For our virtual NMHS campus we are exploring the possibilities of 3D virtual learning, collaboration, and technology as the learning environment.  Through a pilot group of teachers and students we are exploring how communicating and collaborating is different in a virtual environment through the integration of avatars. Virtual space is much more participatory than the regular classroom.  For example, one best practice is to design experiences for the avatars to get up and move as much as possible.  Collaborative learning spaces are becoming a virtual reality for us and the potential opportunities are exciting.

It is our hope to also broaden the concept of a ‘building’ as physical attributes and physical space to include a virtual space that contributes to learning success.  For example, Laura as the library media specialist, limited by a dated library, turned to online resources and a digital space as 21st century libraries should comprise fluid, flexible learning spaces.

ProtoSphere brings NMHS students and data together in an engaging and stimulating virtual world, in which users are represented by avatars. The partnership will allow us to utilize Protosphere as a tool for face-to-face interaction in the virtual space in order to raise student achievement and to improve student performance overall while enabling our teachers to deliver classes more efficiently and effectively.  Our learners will be able to talk, view, and interact with presentation and media content, record notes and access the Web, all at the same time, from anywhere.  We will be able to embed learning into collaborative processes to improve performance and extend the learning culture while using technology as the learning environment, as well as prepare students for a 21st century workforce in which many of them will have to communicate and collaborate virtually.  Other potential outcomes will be an ability to use this 3D virtual learning environment to offer home instruction, keep school open virtually during snow days, flip the classroom, tutoring, and enrichment activities.

Wednesday, May 22, 2013

Game Design as a Catalyst For Learning

Over the course of this school year, I have been fortunate enough to share ideas on technology integration with Judy Wilson, my children’s principal at P.S. 3 in Staten Island, NY.  Many of these conversations focused on my own son’s use of technology as a catalyst for creativity, problem solving, and critical thinking developed by playing Minecraft and using iMovie to storyboard and create his own movies.  These conversations eventually led Judy to include Nicholas in a pilot program at the school where students would be creating virtual reality games after the regular school day.  As someone who loves educational technology and knowing how much my son does as well, my wife and I figured this was an unbelievable opportunity that couldn’t be passed up.
My son and PS 3 student Nicholas playing a virtual reality game created by his peers.

After participating in the program for over three weeks, Judy invited us to see firsthand what the students had been doing.  This was where I finally learned about VR Quest™ developed by Warren Black.  Warren developed this program for middle and high school students, but Judy convinced him that elementary school students could do it.  With the help of teachers who stepped out of the box to work with the kids – Justine Kostenbader (Technology) and Mr. James Laieta (Language Arts) – the after school program was born.  The resulting pilot consisted of mostly fifth and fourth grade students as well as just two students in the second grade.  I cannot begin to explain how excited I was when I found out that my son Nicholas was one of the two second grade students authentically engaged in the design of games to solve complex programs.

VR Quest™ is a fun and educational project-based learning (PBL) model that integrates fully immersive Virtual Reality technology.  It enriches students’ lives by offering computer and real-life skill instruction delivered through comprehensive projects in the subject areas of science, history and social studies.  Each VR Quest™ project has a specific content area as its "lead" theme. As the project unfolds, a myriad of other subject areas and disciplines are woven into the mix to create a rich and challenging cross-curricular experience. Check out what some schools in Hawaii are doing with VR Quest™.

VR Quest™ students work as a team to create a Virtual Reality multimedia environment. They develop a vested interest in their project by becoming an integral part of a production crew and participating in a challenge or theme, which relates to their own lives. Creating their virtual worlds helps students develop skills in game design, art, storytelling, 3-D animation, computer literacy, research, reading, problem solving, critical thinking, and teamwork. Upon completion of the project, students enter their virtual worlds via a head-mounted display and interact with their creations.

The two lead themes that students could choose from were ancient Egypt and Mars.  Can you guess which theme most of them chose?  The entire activity is connected to the Common Core and consists of seven specific steps:

  1. Define objective
  2. Brainstorm
  3. Research on Macs
  4. Storyboard by hand
  5. Build the interface
  6. Pilot test of game created
  7. Take completed project home to play

Below is a video highlighting the work done by these students.


It was so exciting to see what my son and his classmates had created.  It was apparent from their presentations that the project focused on essential skills sets (communication, collaboration, creativity, critical thinking, problem-solving, global awareness) and was thoroughly engaging.  Just watching these young children line up to play each other’s games and explain what they had created at 7:00 PM was a testament to the effectiveness of this program.  I commend both Judy Wilson and Warren Black for providing my son with this enrichment opportunity.  Now I have to work on brining this amazing program to the students of New Milford High School.

To learn more about VR Quest contact Warren Black at 631-365-2506 or wblack@vrquest.com