e-Learning Ecologies MOOC’s Updates

Virtual Reality

Though not yet mainstream, it is expected that Virtual Reality(VR)  and immersive learning environments will gain traction with our digitally savvy students. As K-12 evolves its capacity to engage this generation of learners and personalize learning VR provides students with a vehicle to help them better grasp concepts and connect with peers, mentors and content experts beyond the traditional brick and mortar setting.  

The roots of VR can be traced back to some of the rudimentary simulation software that evolved in the hard sciences, providing students with digitally-rich, dynamic learning environments that enabled them to interact and manipulate objects and environments.   As we look into the VR “crystal ball” solution and content providers will certainly expand to accommodate learning across all disciplines providing both teachers and students with immersive highly interactive learning opportunities to complement traditional instructional technologies.

Google’s launch of The Google Expedition Pioneer Program provides a glimpse of the potential of VR in the in the K-12 classroom.  Though minimally interactive by VR standards, this is a harbinger of the future in K-12 as organizations and content providers evolve their understanding and capacity to align these opportunities with pedagogical goals and learning outcomes. This short video is a nice little user story of its practical application in an elementary environment

(https://www.youtube.com/watch?v=mlYJdZeA9w4 ).  

Edutopia’s recent story on the Google Expeditions Program provides an additional perspective on VR’s relevancy in the K-12 space. http://www.edutopia.org/blog/ride-on-a-google-expedition-nicol-howard

Discovery Ed is actively embracing the VR trend and expanding options in their consumer and K-12 solutions ( http://www.discoveryvr.com/ ).  When we have major players like discovery rapidly evolving and scaling their solutions in response to a trend that is a pretty clear indication of relevance and sustainability of a technology.  Though like many technologies in the K-12 space economics play a tremendous role in adoption.  Google cardboard certainly provided the K-12 space with a very accessible option to explore the potential of VR, though we will have to see what unfolds as the demand for truly interactive VR that enables a high degree of manipulation in the virtual environment escalates.

 

  • Ant Mel
  • Susan Cornish
  • Samaa Haniya
  • Suzanne Baraff