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Learning to Teach with Virtual Reality: Case Study

Updated: Jan 28, 2021




Virtual Reality in Education


The use of VR (Virtual Reality) has gained more attention from educational researchers and practitioners, but evidence-based demonstrations of how teachers can use this emerging tool effectively in K-12 classroom settings is rare (Patterson & Insook, 2019). This case study of an elementary teacher, Mr. Park, displays the challenges and limitations of VR within the educational setting. Imagine an elementary teacher planning a series of lessons on the founding of the United States as part of their social studies curriculum. Connecting young children to the past is a challenging task; students will complain that the clothing and customs of several centuries ago feel distant to the point of irrelevancy. What can our teacher do to spark the students’ interest and develop historical empathy in their students? Our elementary teacher knows there are a variety of museums and cultural institutes that focus on this particular topic. Museums have long been recognized as sites of productive K-12 learning, as the sights, sounds, images, and artifacts found in museums allow students to experience the past (Patterson & Insook, 2019). This type of learning is not attainable facing the current pandemic of 2020. Teachers are forced to navigate outside the once structured environment but maintaining student engagement.


Can Virtual Reality Be An Educational Tool?


Virtual reality (VR) is an increasingly accessible option for teachers who want their students to experience the content of places distant from their schools without leaving their classrooms. Just as taking a group of students on a field trip is a daunting task, many teachers are intimidated by VR, especially when it is a novel tool for them as teachers specifically and consumers of technology more generally. Designing from scratch or enhancing one’s lessons with any form of technology is a complex process, requiring a great deal of thought about content, context, students, and technology. Unfortunately, teachers are unlikely to find meaningful professional development to support their planned-for use of emerging technologies (Patterson & Insook, 2019). Mr. Park was observed on how a teacher would utilize this technology in his classroom. Mr. Park was not given a set curriculum for this lesson but was given full freedom to design his own curriculum for the use of Virtual Reality. The step-by-step process by which VR can be integrated into a curriculum and the process by which teacher-as-designer lead to professional development for this teacher (Patterson & Insook, 2019).



What is Teaching with VR?



VR can provide a great educational experience for the learner and teacher. Mr. Park developed a deeper understanding of VR’s pedagogical potentials. Unguided or minimal guidance rarely results in positive educational outcomes, as students require careful scaffolds in order to understand what they are viewing in virtual spaces and explore VR modules without getting lost. Google opened its first virtual field trips to the public in 2017 as a form of stand-alone application downloadable on mobile devices titled Google Expeditions. The application includes over 500 three-dimensional field trips that can be viewed on mobile phones attached to VR headsets as well as lesson plans that go with those field trip modules. Google Expeditions has two modes of exploration: ‘Discover’ where students can freely explore the module on their own and ‘Guide/Join’ where a teacher becomes a guide and walks through the virtual space with the students. In this ‘Guide/ Join’ mode, a teacher selects the scene. Simultaneously students see an arrow pointing to the selected scene within the VR module so that they can follow the teacher’s lead. Mr. Park applied guided discovery learning to maximize the purpose of VR experiences (Patterson & Insook, 2019). Mr. Park had to reorganize his to accommodate for the movements during the lesson with VR. He included a designated area for students to rest.


First Lesson Growth


Mr. Park decided he would more regularly incorporate VR into his classroom activities. His reflective process began almost immediately: while he taught this lesson Mr. Park continuously made note of the problems that emerged, such as a spotty Wi-Fi connection and battery shortages, and addressed them in planning his second lesson (Patterson & Insook, 2019). He decided to downsize the number of students from 14 to seven. This adjustment would provide more space for the students and more devices to be used if any malfunction.


Second Lesson Growth


Mr. Park’s second lesson provided ways in which the iterative process of designing a VR-infused lesson, teaching that lesson, reflecting on it, and developing a new lesson led to more sophisticated uses of an emerging technology. From a practical standpoint, Mr. Park was able to use the setbacks of the first lesson (primarily time and space constraints) to develop a second lesson that allowed his students to more effectively utilize VR. From a pedagogical standpoint, the question-and-answer strategy assisted the students in reflecting on their own learning and making deeper meanings out of the implications of consuming media through a television as opposed to VR (Patterson & Insook, 2019). Mr. Park did note some areas of opportunity for the devices and Instruction components of the experiences. High cost and usability concerns have been factors limiting the of VR in educational spaces. Mr. Park shared those concerns when contemplating using VR in his classroom, but found them eased throughout the process as relatively affordable and easy-to-use VR devices as well as free educational VR content were available to him. Overall, the device was very easy for the elementary students to use and no costs other than VR devices were included in the lesson (Patterson & Insook, 2019).


Conclusion


Taking on the role of teacher-as-designer was elemental in the development of Mr. Park technological pedagogical content knowledge. Mr. Park’s role as co-designer gave him a sense of ownership and encouraged the sustained implementation of VR-infused lessons (Patterson & Insook, 2019). Virtual Reality can expand any curriculum with well-trained instructors and students. The professional development component is an opportunity for Virtual reality to be embraced more across the world. The reflections in the case study provided Mr. Park with observation of the functionality with VR instruction. When supported by systematic reflection repeated uses of emerging technologies hold the potential to not only further engage students in powerful learning, but also impact the way teachers thinking of their own planning and instruction (Patterson & Insook, 2019). Teacher should collaborate in integrating Virtual reality into the current curriculum.






References


Patterson, Timothy & Han, Insook. Learning to Teach with Virtual Reality: Lessons from One Elementary Teacher. TechTrends: Linking Research & Practice to Improve Learning. Jul2019 Vol. 63 Issue 4, p463-469


Reiser, Robert A. & Dempsey, John V. (2018). Trends and Issues in Instructional Design andTechnology, 4th Edition. https://bookshelf.vitalsource.com/#/books/9780134237039/

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6 Comments


alcleveland
Apr 18, 2022

Curiosity


Learning in a virtual space satisfies the epistemic curiosity. In the virtual environment, the learner will be able to bridge gaps of knowledge in ways outside of a conventional classroom. Such a learning system has impor tant differences from traditional learning systems. In a traditional system, the focus is an academic hierarchy located in a physical location. Information fl ows from the top down. Students, the recipi-ents of learning and at the bottom of the hierarchy, have had little power or agency. The perspective of Distributed Cognition situates the learner at the center of the learning phenomenon, with power, agency, and control over their learning. (Estelle E Codier, 2016)


Succeed in mastering the learning task


Student who are given…


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jeshatwell
Oct 27, 2021

1) Changing Role of Instructor

According to Johnson and Johnson (2018), it is important that instructors step outside of the box to develop new structures of achieving students’ learning outcomes using new technology. Mr. Park wanted to motivate his students to learn without following ‘traditional’ approaches of teaching. He tried incorporating Virtual Reality to support a different structured remote learning environment while keeping students engaged. Keller and Deimann (2018), said that instructional designers and teachers can predictably influence motivation and volition in a positive way by applying a systematic process of design. Mr. Park had the freedom to design his own curriculum incorporating Virtual Reality to ensure an active learning situation for his students. In the blog’s video, it mentioned…


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habronson
Jul 16, 2021

Hollye Bronson

IDT 520-0

2.2 Project

7/11/21


Learning to Teach with Virtual Reality: A Case Study

This case study blog is focused on embedding virtual reality opportunities into education as a way for students to gain first hand understanding through “visiting,” experiencing, and observing in virtual reality platforms. Virtual reality (VR) technology offers educators new opportunities to take their students beyond the classroom and into the world in a way that has not previously been possible. While watching movies or looking at pictures of a far away location is fun, VR technology allows the participant to experience the location as if they were present in the location with 360 degree views, sounds of the environment, and more. VR technology …


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clluzynski
Jun 04, 2021

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Two key elements in successfully creating a sense of place are visual and verbal cues (Geisler, 2014). If a learner cannot physically be in a location, having the ability to immerse themselves in an environment which draws from reality will help to create that sense of place. Possibly one of the largest benefits of teaching using virtual reality is the ability to offer learners a sense of physical place without having to travel. In the Expeditions Google for Education video, one student noted that the virtual goggles could successfully, “bring the lesson to you” (Google for Education). The possibilities are boundless; students in America can virtually travel on an African safari, while students in the…


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seludlow
Feb 10, 2021

Case Study #1: Learning to Teach with Virtual Reality: Case Study


In this case study, the instructor incorporated virtual reality into their instruction in order to help students engage with settings and ideas that would otherwise have been impossible for them to visit in person. The instructor also wanted to “...spark the students’ interest and develop historical empathy...” (agchitman, 2021). The instructor concluded that virtual reality instruction is not only beneficial for student learning, but also for teacher planning (agchitman, 2021).


Learner Curiosity


The first learning engagement principle evident in this case study is students are motivated by their curiosity of the unknown (Keller & Deimann, 2018, pg. 80). According to Mount et al. (2009), when students must figure out…


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