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Virtual Reality in K-12: New Affordances and potentials, mapping the landscape and anticipating challenges Garrett Munro Central Michigan University 6/27/2015

Exploring new affordances for VR in k 12

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Page 1: Exploring new affordances for VR in k 12

Virtual Reality in K-12:

New Affordances and potentials, mapping the landscape and anticipating challenges

Garrett MunroCentral Michigan University

6/27/2015

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{Prelude}

● LSSU 2010 BA in Comm Studies● Teaching in China since● District teacher coordinator in the city of Shenzhen● Currently Director of Studies at an International School● Started an ed-tech project 16 months ago, oomApp:

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{Context for This Project}

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New hardware developments will bring consumer grade, affordable virtual reality headsets to market within 9 months. The implications for teaching and learning are huge, but challenges and barriers remain.

Presentation based on this paper: https://docs.google.

com/document/d/19boNWIZZ_zs_h0oZC00yVSwVHDbrzZvb8iCuvannQhI/edit?usp=sharing

Abstract

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Virtual Reality: New Hardware

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4 companies set to launch VR hardware in the next 9 months

Samsung Gear VR (accessory for Note4)

HTC Vive, developed with Valve

Not pictured: Facebook’s Oculus Rift,Sony’s “project morpheus”

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This Time, it’s for Real Previous false starts with VR have been surmounted given new advances in hardware and software technologies:

● dramatic increase in PC computing power● new algorithms for “head tracking”, “time

warping”, and interfacability with OS and other development platforms

● reduction of cost and more widespread use of high powered hardware (including mobile)

● commitment by large companies to make this a reality: Facebook, Valve, Sony, Samsung

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Costs and Feasibility● Costs vary for this hardware. Oculus Rift and HTC Vive,

display adaptors for standard PC’s, will range from 300-400 USD each. The rig required to run these at required settings will need to have higher than average horsepower, at around 800 USD

● Samsungs mobile VR costs the 200 USD, plus the cellphone itself, Note4 (varies)

● Development kits are available now, the rest are launching in late 2015 or Q1 2016

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What application does this have in Learning or the classroom?

● Plethora of research on the benefits of multimedia learning (Mayer 2001)

● Video games and learning also have surprising benefits for priming greater retention of content: “Preparation for future learning” (Squire 2014)

● New media, as yet untested, differs in significant ways from earlier media: immersion, scaling and Presence

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What application does this have in Learning or the classroom?

● VR is and has been used to treat addiction, as augmented therapy

● implications abound for counseling, intervention, or special education

● Virtual field trips could save dramatically on costs and broaden students horizons

● interactive simulation assessments (think US Air Force) could more accurately prepare students for the real world

● as a generative resource, great application for creative coursework and STEM related course projects

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Apps and games in the Market

● most projects under development are video games, entertainment, or art (see Van Goghs paintings come to life)

● several apps have education focus, such as “Titans of Space”

● 360 degree documentaries can give more immersive experiences and drive interest, tolerance, empathy: Chris Milk’s Ted talk

● Resources for amature (student or teacher) driven content have never been easier to use or more affordable (Unity, Autocad, 3D Max, etc)

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Watch this Tour of Titans of Space

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VR might also have great potential for language teaching, motivation and assessment

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The VR Lab- a scalable Model for school integration

● To make the best use of resources, schools might invest in one VR lab set (25 sets, around 30k USD)○ In this way, teachers and classes could share the resource○ training would need to be done with teachers to find the best way to

integrate VR experiences into the curriculum○ feasibility on apps and experiences needs to be completed○ would be more useful in specific contexts: foreign language schools,

technical academies, STEM magnet schools, international schools, private academies

A smaller set (8) might be set up, where students can complete the experience on their own time, or on a rotation. This model follows Squires research on “preparation for future learning” with Video games and learning affordances

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Challenges

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Detractors● Just another false start● “little educational value”● school’s are still facing great challenges with

successfully implementing basic digital resources

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Culture change● The question isn’t if, but when● if we wait for industry to develop educational resources,

it’ll be at least a decade before we see widespread use● teachers and students could lead a more grassroots

approach to appropriating funds and partnering with developers, or creating their own learning apps

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Schools on the Edge● One private school in the US has already purchased a set of Oculus Rifts

and is using it in AP CS and art courses (Charlotte Latin School)● private academies and tech based character schools will probably be first

adopters, alongside affluent home school groups● as the technology matures, students and parents will follow (FB, mobile

and other appls, video games, will tug Ed-tech forward)

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The power of VR shouldn’t be underestimated

● Given the “culture wars” of the 90’s, and recent skirmishes over state curriculum, it’s no doubt that the creators of the curriculum and content could use the experiences for their own interests:

● creating docile consumers, non-questioning “patriots”, or religious zealots● integrating VR with sound CRITICAL PEDAGOGY, and inviting students to

become creators, and not consumers, will be a best practice and maintaining empowered, vocal, informed and critical citizens in a democratic society

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References References

Cammarata, L., & Tedick, D. (2012). Balancing Content and Language in Instruction: The Experience of Immersion

Teachers. The Modern Language Journal, 251-269.

Feltham, J. (2014, July 17). Ancient Rome MMO Life of Rome to Include Oculus Rift Support - VRFocus. Retrieved June 28,

2015, from http://vrfocus.com/archives/5254/ancient-rome-mmo-life-rome-include-oculus-rift-support/

Friedman, T. (2005). The world is flat: A brief history of the twenty-first century. New York: Farrar, Straus and Giroux.

Gee, J. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.

Herold, Benjamin. "Oculus Rift Fueling New Vision for Virtual Reality in K-12; But critics question educational value."

Education Week 27 Aug. 2014: 10. Academic OneFile. Web. 26 June 2015.

Lowenthal, P., & Dunlap, J. (2010). From pixel on a screen to real person in your students' lives: Establishing social presence

using digital storytelling. The Internet and Higher Education, 70-72.

Malik, C. (2015, March 2). How virtual reality can create the ultimate empathy machine. Retrieved June 28, 2015, from https:

//www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine?language=en

Mayer, R. (2001). Principles For Reducing Extraneous Processing In Multimedia Learning. Multimedia Learning, 85-88.

Merchant, Z., Goetz, E., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. (2013). Effectiveness of virtual reality-based

instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers &

Education, 29-40.

Parkin, Simon. "Oculus rift: thirty years after virtual-reality goggles and immersive virtual worlds made their debut the

technology finally seems poised for widespread use." Technology Review[Cambridge, Mass.] May-June 2014: 50+.

Academic OneFile. Web. 26 June 2015.

Parsons, T., & Rizzo, A. (2007). Affective Outcomes Of Virtual Reality Exposure Therapy For Anxiety And Specific Phobias:

A Meta-analysis. Journal of Behavior Therapy and Experimental Psychiatry, 250-261.

Steinkuehler, C., & Squire, K. (2014). Videogames and Learning. The Cambridge Handbook of the Learning Sciences, 377-

394.

Virvou, M., & Katsionis, G. (2008). On the usability and likeability of virtual reality games for education: The case of VR-

ENGAGE. Computers & Education, 154-178.

First Classes in U.S. to Use Oculus Rift Virtual Reality System at Charlotte Latin School. (2014, October 16). PR Newswire.

Retrieved from http://0-go.galegroup.com.catalog.lib.cmich.edu/ps/i.do?id=GALE%7CA386206496&v=2.

1&u=lom_cmichu&it=r&p=AONE&sw=w&asid=662fdc01cd064d92d1a605fabad58aa8

Learning foreign language through immersion. (2014, December 4). UWIRE Text, p. 1. Retrieved from http://0-go.galegroup.

com.catalog.lib.cmich.edu/ps/i.do?id=GALE%7CA392289905&v=2.

1&u=lom_cmichu&it=r&p=AONE&sw=w&asid=381ac05e039dbb8bea345120763befeb

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Thank you!