EDC 340 - AR/VR
As technology continues to grow, educators are looking for ways to integrate it into their lesson plans. Augmented reality and virtual reality (AR/VR) enable students to learn more collaboratively and creatively. The source, The Promise of Immersive Learning: Augmented and Virtual Reality’s Potential in Education by Ellysse Dick, discusses how AR/VR can enhance classroom experiences. Teachers can use this technology for virtual field trips, experiments, and simulations. The authors expand on this by saying, “Although research into the value and efficacy of AR/VR in education is ongoing, several studies indicate that AR/VR tools can enhance learning outcomes in both K-12 and higher education settings” (Dick). This displays that AR/VR can be a valuable tool for any grade, improving overall learning outcomes. COVID-19 resulted in many teachers struggling with online learning. Now that classrooms are beginning to return to normal, AR/VR allows teachers to deliver material through an in-person, online, or hybrid classroom.
An important aspect of AR/VR is that it allows for individualized learning, which is beneficial for students with exceptionalities. Immersive programs such as Project VOISS (Virtual Reality Opportunities to Implement Social Skills) and Floreo uses VR experiences to help students practice developing social skills inside and outside of school. These are essential for students who may struggle with daily functioning skills, and through a gamified environment, they can improve those skills. The author mentions that Congress should direct the Department of Education to use its funds towards programs and resources that will promote AR/VR in the educational setting. Personally, I have used VR in my physics high school class to learn about the different planets. This was a creative way to learn the characteristics of each planet through a simulation rather than taking notes or doing homework.
There are affordable tools for AR/VR that can be implemented in the classroom. The article, 25 Resources for Bringing AR and VR to the Classroom by Jennifer Snelling reviews sources that utilize AR/VR. The author uses an example of a game that Jullia Suhyoung Lim designed for students with exceptionalities to work on their social interaction skills. The author explains it with the following statement, “The purpose of the game is for the students to approach the characters, interpret the situation and initiate conversation that is relevant to the situation” (Snelling). This is a unique alternative for students to learn how to interact with others. Some of the resources listed that were interesting are Arloopa (place 3D objects where you want), CoSpaces Edu (create in 3D, learn code, and experience curriculum in a new way), EON Reality (a blended-learning environment that allows 3D to combine with PowerPoint), Timelooper (travel back in time from medieval times to World War II), and zSpace (different STEM programs). There are many more that exemplify learning from AR/VR, and it shows that instruction can come in multiple forms of representation.
In conclusion, AR/VR should be considered in any classroom if it is possible. It serves as a way to engage students and use the material in a relatable format. Technology is used every day; therefore, schools should emphasize the importance of integrating it into the classroom environment.
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