Video retrieved from www.youtube.com
Imagine walking along the Great Wall of China, or even standing in the midst of the Stonehenge...all in the comfort of your own classroom.
How can this be possible? Technology has way advanced throughout the years, enabling experiences which would have been impossible back in yonder years of the past. Virtual Reality has gained much popularity in classrooms due to its ability to create immersive environments within a profusion of a vast range realities.
Existing research has shown the common motivations for using VR in education, including Pedagogical or Intrinsic factors, whether it facilitates the beliefs of pre-existing pedagogy or encompasses the belief that the system would provide positive internal learning experiences, respectively. It was evident that the use of VR demonstrated positive student perception, however, like all worthwhile educational innovations, 'it must begin with a strong pedagogy' (Kavanagh et al., 2017). pedagogies which are used alongside VR could range from Games-based Learning, Constructivism, and Collaboration.
How can VR be used in the classroom?
CoSpaces is an educational digital media that allows its users to trial programs and strategies with both virtual and real objects. It integrates Games-based Learning with educational robotics and is heavily enjoyed among student users, especially in the STEM field (Eguchi & Shen, 2012). Users can add objects to their creation of a virtual environment, as well as text, images, and videos, fabricating a reality-like experience. Students can also co-create a virtual tour, perfect for paired or grouped tasks!
Video retrieved from www.youtube.com
Pros and Cons
The CoSpaces platform allows students to immerse and interact with other students' work - collaboration. It consists of ready made 3D models and digital making tools, also offering 45 sample lessons to inform teachers to effectively guide their students in their learning. This platform can be utilised to conduct digital storytelling, virtual art exhibitions, and can even support the enrichment of English comprehension and subject matter knowledge (Ng et al., 2023). However, due to its collaborative nature, it is prone to many distractions and lack of organisation. If students aren't provided with the balance of good space management, diversity, structured work environments, and guidance, CoSpaces would not be able to perform to its potential.
References
Eguchi, A., & Shen, J. (2012). Student Learning Experience through CoSpace Educational Robotics. Retrieved April 11, 2023, from https://www.learntechlib.org/p/39534/.
Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A Systemic Review of Virtual Reality in Education , 94–98. Retrieved April 11, 2023, from file:///Users/angelinacho/Downloads/article_182115.pdf.
Ng, D. T. K., Ng, R. C. W., & Chu, S. K. W. (2023). Engaging Students in Virtual Tours to Learn Language and Digital Literacy. Retrieved from https://link.springer.com/article/10.1007/s40692-023-00262-2.
Hi Angelina,
Your post on Immersive Virtual Reality in education is captivating and insightful. You've managed to convey the potential of VR in transforming the classroom experience, allowing students to explore a variety of environments without leaving their seats. The inclusion of videos enhances the visual appeal of the post and helps readers better understand the concept.
You've highlighted the importance of strong pedagogy when implementing VR in education and provided a practical example with CoSpaces. Your discussion of its benefits, such as collaboration and interactive learning, is particularly valuable. Furthermore, addressing the potential drawbacks, like distractions and lack of organization, demonstrates a balanced perspective.
Keep up the excellent work!
By Qiqi Chai (13/04/2023)
Hi Angelina, CoSpaces I think is one of the best VR tools for education and I think if it used correctly, it can be a great asset in the classroom. What you didn't mention, but just a way to make it even better, is that CoSpaces EDU can be used as a web based tool only as well, it doesn't have to be used as VR so for students that might get motion sickness or other negatives from using VR CoSpaces can still be accessed and be engaging.
A really nice read.
Pia Malmberg (11/04/23)