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Bringing virtual realities into learning: Case Study



The Start of a New Way of Learning


As technology has had its advancements, so has been the way we learn. The use of virtual and augmented reality has captivated audiences of many degrees. Besides the use for entertainment purposes, many have looked upon it to advance learning. Educators have taken an interest in this type of technological advance to see how it resonates with classroom engagement among students. This type of technology is what will change how we learn work and think. (Radke, 2017). VR and AR allow a hands-on experience within classroom-level learning. Teachers know that any new type of technology that is introduced into the classroom can be a blessing and curse as well. VR allows the simulation of almost all technique-related activities, while AR makes use of real-world surroundings. (Reiser,2018). This technological advancement will help us see and use information, data, and learning differently moving forwards in classroom and learning environments alike.



Immersion


The experience with both AR and VR are in more ways accessible than ever, It’s a way students and other learners can experience other experiences inside the comfort of the classroom or learning environment without wandering far or long distances. This type of technology, beings immersion into a learning engagement. Immersive activities were identified as those that had a clear narrative and context surrounding them, as well as a clarity of purpose. The need for clarity of purpose includes not just the learning activity, but its context within a virtual world (Mount). With the help of AR and VR, it merges performance and information with the physical workplace in virtual ways. But it has to be done in ways that transfer smoothing from the lesson plan into teaching the actual lesson. With any learning activity, certain ideas can be included in learning activities for virtual worlds that improve learner engagement. (Mount).


From Development to Classroom


Within the environment of learning, the way that students can access some of the VR and AR elements in learning has been from computers. From ways to move an image by a cursor to get a full 360 view of a picture, it's becoming more and more when educators can get their hands on a headset for classroom use. As stated before, this type of technology is becoming more accessible for individuals to get their hands on. Communicators have been looking for a solution to make knowledge transfer easier, faster, and universal for everyone (Radke). Retaining knowledge has been a struggle within education for a long time since the development of smart technologies. There are ways that it can be improved in the learning environment. Being clear on engagement, having real-world content within these virtual worlds, and communication help shape how learners can effectively retain the knowledge they are being taught.


Conclusion


Technology from here on out is not slowing down in classroom environments. As a teacher moving forward, virtual realities and augmented realities will expand the overall learning of classrooms and help be embraced in any circumstance of learning. The focus of instructional design within this domain is on thorough task analysis (Reiser). Educators coming together to push the idea of Virtual Realities can help push the idea of adding newer technology within the learning environment has the potential to engage students more in the overall learning experience.


 

Citation

Mount, N. J. (n.d.). Learner immersion engagement in the 3d virtual world: Principles emerging from the delve project. Taylor & Francis. Retrieved May 20, 2022, from https://www.tandfonline.com/doi/full/10.11120/ital.2009.08030040

. Radke, Florian (2017). How Augmented Reality Will Change Education Completely . YouTube. Retrieved May 20, 2022, from https://www.youtube.com/watch?v=5AjxGqzqQ54

Reiser, R. A., & Dempsey, J. V. (2018). Chapter 9 - Motivation, Volition and Performance . In Trends and issues in Instructional Design and Technology. essay, Pearson.







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5 Σχόλια


CLKolek
09 Απρ 2023

State


In theory, bringing virtual reality into the classroom setting can be a way to inspire a learner’s motivational state, especially being a relatively new technology. Reiser and Dempsey define “state” as “...a condition brought on by a situational stimulus…”(Reiser, 2017 p. 79). When one thinks about a typical classroom, one usually thinks about someone standing before the class and lecturing. As a population, we have been conditioned to this type of learning environment which in and of itself presents several challenges to the educator. Some of these challenges are keeping students' attention, motivated, and interested in the learning process. Bringing VR to the classroom can alter what students have been conditioned to and potentially increase their learning ability. Since…


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jjbrown5
02 Μαρ 2023

The “Bringing Virtual Realities into Learning: Case Study” written by user jcgore uses details from Florian Radke’s Ted Talk on, “How Augmented Reality Will Change Education Completely.” He examines the real-world implications of Augmented reality (AR) and Virtual Reality (VR) in the classroom, corporate environment, and in specialized fields (such as engineering, medicine, or design). Radke examines the future of AR technology in education and how its successful adoption would undoubtably create, “something meaningful. Something that will let us build a more connected and better world.” (Radke, 2017)


State of the Art Learning


As educational technology develops and creates new segments of exploratory learning designers are presented with new challenges in harnessing learners volition in order to balance “motivation and…


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MTSeaman
06 Φεβ 2023

Greetings jcgore,


Curiosity

Motivation to learn is promoted when a learner's curiosity is aroused due to a perceived gap in current knowledge.” (Reiser & Dempsey, 2018) this case study focuses on the relevance of augmented and virtual reality in the classroom. Allowing a learner to explore a subject or idea in three dimensions while being provided in depth details associated with the subject will help stoke the fire of curiosity within the learner. Depending upon the learner’s current knowledge on the subject, a learner will see that there is a greater complexity to the idea and help bridge the gaps of knowledge. An instructor can verbally inform learners on the details of an idea but that often i…


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smjames3
08 Αυγ 2022

Hello jcgore,

Extrinsic Motivation

This case study (jcgore, 2022) was an interesting take on the trend in the world toward the adoption of Augmented Reality (AR) and/or Virtual Reality (VR) content for learning environments. It is the job of the teacher or the one who wishes to impart information to present that information appropriately (Reiser & Dempsey, 2017). One that would engage the interest of the learner and maintain that interest through the course of the lesson. Using AR/VR experiences to create this user engagement is a brilliant strategy as it can make use of visual as well as auditory stimulation with the possibility of interactivity to get and hold the learners’ attention. Niantic’s Pokémon Go was extremely successf…


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ktrichards
23 Μαΐ 2022

Hello jcgore,


Your case study was filled with a lot of good information on virtual reality and its place in learning. You give very detailed and compelling explanations on how this can benefit learning environments and how it can really benefit the way we learn and provide instructions. “Primarily, choosing environments that enable students to socialize and increase their motivation can provide a more effective learning process. Sociability is an essential factor that affects collaboration and learning performance between groups (Kreijns et al., 2007), which is necessary to have social skills.” Çoban, M., & Göksu, İ. (2022).


Teaching and learning within a virtual reality environment can have its disadvantages which currently is cost a good vr setup is a lot…


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