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Virtual Reality Theme Park

Virtual reality is not a new concept, but its applications in the world of education are still in the initial stages of development. One company that is working to make both virtual and augmented reality a common strategy in the educational world is ClassVR, which provides all-in-one headsets that give access to a virtual world filled with games and curriculum-based activities.



Using Virtual and Augmented Reality to Spark Curiosity In 2020, we saw a global pandemic change the way we interact with one another. Its impacts on education are still manifesting as teachers fight to keep students engaged in a situation where they have zero control over their student's environment. How do they keep students engaged and avoid distractions? Virtual and augmented reality, using an all-in-one headset, is one way to give students a fully immersive, distraction-free environment to learn (ClassVR by Avantis, 2017). Allowing students to explore a virtual environment is a wonderful way to spark their perceptual curiosity, which in turn motivates them to stay engaged and continue learning. Perceptual curiosity, as defined by Reiser and Dempsey in Trends and Issues in Instructional Design and Technology (2018) are the reflexive reactions to unexpected and intrusive stimuli such as a loud noise or unexpected movement detected in one’s peripheral vision (p. 80). What better way to trigger that response than by creating a fully-immersive interactive virtual world?

Using Fun to Master the Content ClassVR will be introducing a new educational virtual reality theme park in 2021 that allows students to explore different lands that have different curriculum themes called Avanti’s World (Avantis Systems, 2020). The virtual reality aspect is the perfect form of gamification to help encourage students to want to master the work. This desire to master the content, as well as the belief that it is even possible, are both huge motivators when it comes to a student's desire to learn. This is important because when "people do not have positive expectancies for success or when they have been unable to avoid failures and catastrophes over which they have no control, they can develop feelings of helplessness” (Reiser & Dempsey, 2018, p. 81). Using this digital interaction with the content, and “through hands-on activities and demonstrations, learners connect abstract concepts to their physical environment” (Madden et al., 2020).

VR Control towards Confidence The very nature of virtual reality allows one to control their environment, albeit in an artificial way, there is still the inherent aspect of control. This is important because it allows students to build confidence in their skills and their ability to comprehend and apply the content. The satisfaction of building up such confidence is its own intrinsic motivation. This may help students find connections and make relevance with their personal goals, which may be as simple as finding control in their school work. “Among other factors that help produce relevance are activities that contribute to increases in a person’s feelings of competence” (Reiser & Dempsey, 2018, p. 81). This feeling of accomplishment and relevance can help students gain confidence in all aspects of their learning.

References

[ClassVR by Avantis]. (2017, June 27). ClassVR Introduction: Virtual Reality for Schools [Video]. YouTube. https://www.youtube.com/watch?v=C8tuXxCA1PQ

Madden, J., Pandita, S., Schuldt, J. P., Kim, B., S. Won, A., & Holmes, N. G. (2020). Ready student one: Exploring the predictors of student learning in virtual reality. PLoS ONE, 15(3), 1–26. https://doi-org.oclc.fullsail.edu/10.1371/journal.pone.0229788

Reiser, R. A., & Dempsey, J. V. (2018). Trends and Issues in Instructional Design and Technology. New York, NY: Pearson.

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cnsanchez
Nov 08, 2021

VR fills the gap of curiosity


The use of virtual reality is a relatively new concept in the classroom. According to Piaget (as cited in Di Natale et al., 2020), constructivists have long believed that learners actively construct their knowledge by extracting relevance from the sensory experiences they have around them rather than being passive receivers merely acquiring information through observation. This new delivery method through virtual reality devices gives the learner a different way of learning compared to the traditional brick-and-mortar way of teaching, thus, lessening the boredom factor for learners. However, students can still be curious about a topic but remain bored enough due to the delivery method of educational content (Reiser & Dempsey, 2018). The convergence of…


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Unknown member
Aug 10, 2021

According to the blog, Virtual Reality Theme Park, jpierce states, “Virtual reality is not a new concept, but its application in the world of education are still in the initial stages of development. I do remember seeing a familiar design of this at EPCOT in Walt Disney World called Innovations. Wikipedia states that Innovations was an exhibit that also featured “virtual reality” displays. This was back in 1994 when it opened. There were two buildings and it focused on technological advancements and their practical applications in everyday life.



Wikipedia. (2021, June 29). Innoventions (EPCOT). Retrieved from https://en.wikipedia.org/wiki/Innoventions_(Epcot)


Satisfying Outcomes


This was the main spark for the children and adults to seek out these buildings. It created positive emotions within them…


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habronson
Jun 30, 2021

Hollye Bronson

IDT 520-0

1.2 Project

6/29/21

Virtual Reality Theme Park


Augmented and Virtual Reality are both making big “splashes” as new methods of delivering lessons and/or engaging in practice and feedback within classrooms. There is a lot of debate around the value of AR or VR in the classroom. The hope is that these types of tools will help to increase motivation of students, leading to increased engagement in learning. Gaming creates a mindset that can be valuable in education settings, that includes: growth mindset, embracing failure, constant iteration, continuous feedback, and “flow” (Gameful Mindset, 2019). These concepts parlay into epistemic curiosity, seeking knowledge purely to eliminate gaps in your current knowledge (Reiser & Dempsey, 2018). When a p…


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clluzynski
Jun 13, 2021

Learner Curiosity

Maintaining engagement is a key objective in education, and learner curiosity is one of the foremost tools in ensuring success. In Trends and Issues in Instructional Design and Technology, Reiser and Dempsey state, “it is possible to be curious about the topic but so bored by the delivery method that sleep is inevitable” (Reiser and Dempsey, pg. 80). Creating an immersive world such as that in Class VR’s educational virtual reality theme park is a great way of triggering perceptual curiosity in learners. Reiser and Dempsey define perceptual curiosity as being “characterized by reflective reactions to unexpected and intrusive stimuli such as loud noise or unexpected movement detected in one’s peripheral vision and it is resolved as soon…


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las las stowe
las las stowe
Feb 09, 2021

Positive Expectancies like walking on flat ground. Vr could really do wonders for “learned helplessness (Seligman, 1975), this condition refers to people who absolutely believe that they cannot succeed at a task even though they could succeed if they exerted sufficient effort” (Reiser and Dempsey, 2018, pg 81). This would not be a problem in VR because failure can be gamified. Different tasks could also make the student believe in themselves more by testing things many students can easily do like walking a tightrope even though they are on solid ground. This makes the fear of failure real yet very beatable. This type of task would make a student think again about giving up and think about the illusion o…


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