Tuesday, September 3, 2019
VR
In Graeme Lawrie's article about VR in schools ("How our school is using Virtual Reality to prepare pupils or a future dominated by technology" see footnote for link), he explains the several different VR models as well as how they can benefit the children and the school. I personally agree with many of his findings, that the concept and idea behind VR in classrooms is a wonderful and beneficial experience for content development, the price is far too much for most schools to obtain, and the space needed for most of them (including wall sensors and whatnot) is larger than most classrooms have. However, I believe that the whole concept of immersing a child in the lesson, by virtually placing a child in what you need them to do, will produce a greater learning outcome. I can see the benefits of VR tech far outweigh the downsides of it - but again the cost of multiple VR headsets and wires is an expense most schools cannot afford. I know that several content areas, such as art and science can be used in VR.
The concept of using 360 Videos on youtube and Google cardboard is my favorite one, specifically because there's such a wide range to choose from. While I've never used VR in the classroom, I have used it for recreational purposes, and I do see the benefits of using it. I think that with enough planning and support, I can definitely see it becoming a staple in learning - we require students to have access to computers, TV's, even smartphones for things like Kahoot!, so what is the difference in using VR and the kids smartphones?
How our school is using Virtual Reality to prepare pupils for a future dominated by technology
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