Sunday, October 28, 2007

Virtual Reality in Educatio


Virtual Reality in Real Education

Desktop Virtual Reality is an instructional tool that can be used to deliver standards-based instruction while tapping students' interests. Virtual reality comes in many forms: interactive, three-dimensional, and stereographic computer images.
Virtual Reality can take students on a tour of a place that they would not be able to visit in real life. For example, the virtual solar system can put students adrift around the sun, giving them complete freedom to explore the solar system. A virtual reality tour of Chicago exposes students to the city's architecture, museums and other educational resources.

Not only can you bring a student to a place he or she might never physically see in their lifetime, students also learn a multitude of skills. Some of these include animation, electronic gaming, chemistry, surgery, flight simulation, marketing, engineering, military training, and robotics. Students can understand design processes, troubleshooting, and also maintain a technological system.

It Simply Makes Sense

Virtual reality educates, clarifies and reinforces better than a textbook because it allows the students to be "hands on". For example, while studying the Constitutional lawmaking process, some students don't grasp the actual idea just reading about it in a book. Virtual reality allows a student to pick up a bill outside of the virtual House of Representatives and take it over to the Senate for a vote. In addition to the textbook reading and lecture, virtual reality can cause students to have a crystal clear idea of the studied topic.

Why choose Virtual Reality?
70% of children in the US between the ages of 3 and 17 have access to a computer. (Child Trends 2003; DeBell and Chapman, 2003)
Considering the vast amount of students with access and skill with computers, it is important to utilize these skills to learn in ways that the students are already familiar and comfortable with.

Standards-based Instruction:
Virtual reality, HMDs (Head Mounted Displays), and trackers can be easily and inexpensively integrated into the technology education laboratory to address ITEA's Standards for Technological Virtual reality.

When teaching the concept of virtual realities, students can be assessed in three categories:


1. Memorization - Recalling where menus and windows are in the virtual reality program
2. Application -Written worksheets, rubrics, and informal questioning
3. Synthesis- Assessing final projects, ability to collaborate with peers.

What software is needed for VR?
Alice, a freeware computer program from Carnegie-Mellon University, available for download from www.alice.org, may be used as the starting point for desktop VR.

The Virtual World
Computer games and virtual reality technology have created interesting and exciting prospects for education. Using these systems for experimentation, lessons, assessments, and more students can get hands-on experience in a non-traditional context while gaining technological literacy. No longer will children sit idly by in classrooms - the opportunity is here to provide them with an unprecedented chance to explore, engage, and visualize schoolwork like never before
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9 comments:

Sarah Cappel said...

I really enjoyed how yo guys broke in down into subtitles. The part about the standard instruction was really helpful regarding the specifics of how to incorporate it into the lesson plans. Wonderful work!

aly said...

"70% of children in the US between the ages of 3 and 17 have access to a computer" I think that this is a valid point. In todays society espeically, computers are the source for eveything. By incorporating computer technoloy into the classroom, students will have an easier time doing school work. Virtual reality, gives students a chance to not only explore other places, but engage in a creative learning experience. Good work team one.

Katie Eastham said...

I like the way your blog was set up. With the different subtitles. You guys gave alot of great information regarding Virtual Reality and how it is helpful in the classroom. Great Job.

Judy said...

I checked out the www.alice.org website that was mentioned in your article. The website says it has 3D materials for both students and teachers. I will keep it as a resource for when I have my own classroom. Your article had good information; especially noting how virtual reality programs "clarify and reinforce" student learning better than a textbook.

Anonymous said...

"No longer will children sit idly by in classrooms - the opportunity is here to provide them with an unprecedented chance to explore, engage, and visualize schoolwork like never before." This is so important to me. Children need the opportunity to learn in different ways and explore exciting materials. They can broaden their creativity with these new learning atmospheres.

Sydney Turregano said...

I like how you talk about Virtual Reality being interactive. Its so true and with it being hands on, the children remember more. Great job.

Sara Shannon said...

I liked how you guys broke everything down and the way the blog was set up. It was easy to read and made a lot of good points on virtual reality, good job!

Natalie Kavey said...

I agree with you when you mentioned how virtual reality educates students better than any text book can. Providing a hands-on experience for the students reinforces the information, which results in a better understanding of the material. Also, having the ability to go anywhere without leaving the classroom is great because travel can be expensive and time consuming.

Paige said...

Nice pictures and layout. Very eye catching. It is true...computers are a vital part in a young person's life as well as their education. Computers make learning for fun, exciting, and new for children these days which is a necessity in education. I thought your article brought up some really good points. Good job