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VR workshop

Asmaa Radwan

Created on January 10, 2023

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Transcript

Virtual Reality (VR) in Education

Workshop

Indiana University of Pennsylvania

Dr. Erick Lauber

Asmaa Radwan

Adjunct Faculty - Indiana University of Pennsylvania

Professor – Indiana University of Pennsylvania

"Virtual reality in the classroom has been shown to increase student engagement, improve academic performance, and promote collaboration and communication." - EdTech Magazine

"Virtual reality can provide learners with immersive, realistic simulations of complex systems, structures and processes that are difficult to experience or replicate in the real world." - The Education Forum

"Virtual reality is a powerful tool for teaching and learning. It has the potential to transform the way we educate our children and prepare them for the future." - American Association of School Administrators

While traditional education has been restricted to the four walls of classrooms, mobile devices may bring learning to places where it is most effective. (UNESCO, Policies Guidelines for Mobile Learning, 2013 p. 18)”.

Pedagogical Value of Virtual Reality (VR)

Use of VR in Education

HumanitiesHistory and Social Studies

STEM Scientific experiments and exploration

Foreign language and cultural studies Communication and cultural differences

  • Immersive learning
  • Active participation
  • Engaging students
  • Collaboration
  • Reinforcement
  • Flexibility

Metaverse and culturally inclusive classes

Accessibility

Equality

Diversity

Humanity

VR in Education Examples

Oculus Quest Educational Games

+ Examples

Learning design

  • Designing effective and engaging learning experiences in the metaverse requires a thoughtful and creative approach.
  • Incorporating the above considerations will help create a rich and immersive educational experience that leverages the unique capabilities of the metaverse.
  1. Explore the Desired Learning Experience
  2. Search for Existing VR Materials
  3. Begin Designing New VR Content, If Needed
  4. Deliver a Measurable Experience

Evaluate performance

Self-assessment

Formative assessment

Simulation assessment

Peer assessment

Summative assessment

Challenges of using VR in the K-12 setting

Cost

Training

Technical issues

Health and safety concerns

Inadequate infrastructure

Limited accessibility

Limited content

Quality of content

Locking apps/experience

Privacy/Security

Measuring Results

SimultaneousActivities

Monitoring Screen

Education challenges that VR could potentially address

  • Lack of engagement
  • Limited resources
  • Difficulty understanding abstract concepts
  • Inequality in education
  • Limited accessibility
  • Limited hands-on learning opportunities
  • Difficulty retaining information
  • Limited opportunities for collaboration
  • Difficulty applying knowledge
  • Limited access to educational resources

General Guidelines

Have students teleport instead of physically move

It is challenging to teach an entire class through VR

Students need a 5 min. break every 10-15 min. of VR use

Allow students to sit during the session

Consider room lighting when students take off the headset

Help students take off their headset

How can teachers prepare to leverage the benefits of VR in education to improve learning outcomes?

Thank You!