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Running head: VR an emerging Trend in Higher Education

Virtual Reality an Emerging Trend in Higher Education

Yolande Samuels

#04022944

EDID 6506 Assignment 2

University of the West Indies Open Campus

Dr. Camillee Dickinson-Deane

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Running head: VR an emerging Trend in Higher Education

Abstract

Virtual Reality has been round for a while but has recently gained popularity in the field of

education. Several factors have influenced the current upsurge of VR in the classroom at every

level. This brief contains information of the history of Virtual reality in the classroom along

with a few uses.

Keywords: Virtual Reality.

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Running head: VR an emerging Trend in Higher Education

The Oxford dictionary defines the word emerge as , Become apparent or prominent

while trend is defined as, A general direction in which something is developing or changing.

According to ETD Survey, An emerging trend is a topic area that is growing in interest and

utility over time. With these definitions in mind a search for emerging trends in Higher

education reveals that there are several different issues/ trends that are poised on becoming

prominent in 2017, one of which is VR- Virtual Reality. Merz (2016) elucidates Virtual Reality

as , the creation of a simulation using 3D images or modelling which can be interacted with special

hardware.

A survey conducted between the year 2000 to last year 2016 discloses that Virtual reality

has been in the News throughout the years but the last three years has shown a rise in the

prominence of this topic especially last year when there was a significant jump in the popularity

of this topic. Figure 1.0 shows a bar graph that documents the fluctuation of this topic in the

media.

Figure 1.0 Bar Graph showing VR in the News

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Running head: VR an emerging Trend in Higher Education

Virtual Reality has been around for some time but its application to the field of education

is growing in magnitude and interest. Watter (2016) states that the term the phrase virtual

reality was coined in 1987 by Jaron Lanier. Several companies have introduced VR reality in

various forms into the classroom over the years with the prediction that VR will make a full

immersion into education within a few years. Companies such as Google and Nearpod have

introduced inexpensive hardware along with Lesson plans that give the promise of a Virtual

Reality experience students. Figure 2.0 and 2.1show cases companies that provide some type of

Virtual reality Hardware or Software.

Figure 2.0 companies that offer Virtual Reality hardware or software for Education

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Running head: VR an emerging Trend in Higher Education

Figure 2.1- Applications, Tools and Infrastructure of VR

Retrieved from:- http://danielschristian.com/learning-ecosystems/2017/03/09/the-number-of-vr-

companies-grew-40-in-2016-takahashi/

In a recent eLearning Industry report it stated that, according to Forbes, education is one

of the top five industries that will be dramatically changed by Virtual reality in the near future.

There are several reports that indicate that the integration of Virtual Reality into education is

poised to take off during this year. Virtual Reality is normally paired with Augmented Reality

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Running head: VR an emerging Trend in Higher Education

which has also gained traction in Education as more and more teachers are gaining access to

Augmented Reality material. Figure 3.0 presents findings that indicate an increased interest in

virtual reality by both students and teachers alike as Virtual Reality devices have become more

accessible to teachers. The figure shows 10different finds that point to Virtual reality being an

Educational trend for the year 2017.

Figure 3.0- Info graphics showing Virtual Reality in Education Survey Details for 2017

Retrieved from www.VirtualRealityBrief.com

In Higher education there is the promise of delivering the atmosphere from and online

course and a real time course all rolled into one. Students will be able to attend virtual labs

anywhere in the world. Organizations such as VR First are enabling this by creating VR lab at

different universities worldwide. According to the VR First website, VR First is a global

program designed to provide state-of-the-art facilities to creators and educators interested in

exploring the power and potential of virtual reality development. VR First Labs and Centers are

designed to be the key locations for nurturing new talent in VR/AR development. VR First also

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Running head: VR an emerging Trend in Higher Education

helps developers to convert ideas into business opportunities and brings developers together with

established industry partners. Initiatives such as the one outlined by VR First allows university

students to not only part take in the VR experience but they also get a chance to create Virtual

Reality environments for other students to explore. Students will also have the opportunity to

interact with classmates or other pursuing a similar course. There is promise of greater

interactivity for Higher education students who study via distance education. Students will be

able to participate in experiments that would otherwise be harmful or extremely expensive.

A prominent EdTech Blogger, Mr Richard Byrne in a recent blog outlined the following

use of Virtual reality in the classroom, a storytelling platform that presents the significant

opportunity for students to creatively share their experience and understanding. Virtual Reality

also provides the opportunity for students to experience different place some of which they

would never be able to visit due to the cost and distance. Students also have the opportunity of

feeling as if they are a part of the actual environment. Figure 4.0 outlines 10 reasons to use

Virtual Reality in the classroom.

Figure 4.0 -Uses of VR in the Classroom

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Running head: VR an emerging Trend in Higher Education

As an educator I found this research inspirational. I could not get enough information on

Virtual reality and its Application to the classroom. Figure 5.0 shows an Ad that is currently

running here in The Bahamas the new mobile company ALIV has offered the incentive of a VR

headset and phone to students who earned 7 or more As. While conducting this research and

speaking to other co-workers about what strategies we can implement to increase students

curiosity in the different subject areas the idea of using the VR goggles as a learning tool was

brought to light. I was able to share my research with the co-workers and I am now in the process

of contacting our head office and the powers that be about contacting ALIV in order to seek

sponsorship to carry out our experiment of including Virtual Reality to the Primary classroom.

Our hope is to get at least 30 VR goggles which would be enough to outfit our largest class size

so that any teacher can borrow them and take her class on a journey that is beyond their wildest

dreams. I am looking forward to learning more about Virtual Reality and other emerging trends

in Education.

Figure 5.0 Advertisement from ALIV in The Bahamas

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Running head: VR an emerging Trend in Higher Education

References
Digital, B. S. (2015, August 06). Virtual Reality and Learning: The
Newest Landscape for Higher Education. Retrieved from
https://www.wired.com/insights/2013/12/virtual-reality-and-learning-
the-newest-landscape-for-higher-education/
Iliff, R. (2016, December 14). 5 VR Trends To Watch. Retrieved from
https://www.inc.com/rebekah-iliff/5-virtual-reality-trends-for-2017-
and-beyond.html
Kapp, K. (2017, January 04). 3 Instructional Design Strategies For Virtual
Reality Learning. Retrieved from https://elearningindustry.com/instructional-
design-strategies-virtual-reality-learning

Learning Ecosystems. (n.d.). Retrieved from


http://danielschristian.com/learning-ecosystems/2017/03/09/the-number-of-vr-
companies-grew-40-in-2016-takahashi/

Making As Pays Promotion FAQs. (n.d.). Retrieved from


https://www.bealiv.com/making-as-pays-promotion-faqs

McCann, A. (2017, May 02). 10 Reasons To Use Virtual Reality In The


Classroom -. Retrieved from http://www.teachthought.com/the-future-of-
learning/technology/10-reasons-use-virtual-reality-classroom/

P., N. (2017, January 4). 5 Emerging Trends in Education Technology. Retrieved


from http://blog.lambdasolutions.net/5-emerging-trends-in-education-technology

"Virtual Reality in Education in 2017 Infographic." E-Learning Infographics.


N.p., 06 June 2017. Web.

Zoetanya Sujon, Senior Lecturer in Media Theory Follow. (2016, October 21).
Google Expeditions: Virtual Reality and the classroom. Retrieved from
https://www.slideshare.net/zoesujon/google-expeditions-virtual-reality-and-the-
classroom

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Running head: VR an emerging Trend in Higher Education

Score Sheet

Assignment 2 Scoring Guide


(20% of Total Course Grade)
Student Name: Yolande Samuels
Facilitator: Dr. Camille Dickson-Deane
Grading Scale:
5 = Above and Beyond a sophisticated understanding 4 = Sophisticated understanding, 3 =
Solid understanding,
2 = Somewhat nave or limited understanding, 1= Show no understanding, 0 = No
submission
Requirement Score Weight Points Maximum Comments
(Out of Points
5) allowed
1. Research paper
Identification of
emerging trend/issue 3 0.4 1.2 2.0
Relevance to the field 4 0.7 2.8 3.5
Evidence of artefacts
(i.e. illustrations,
pictures, references,
etc) 5 0.7 3.5 3.5
Identification of
initiator of emerging
trend/issue 3 0.4 1.2 2.0
Examples of
[potential] use 4 0.8 3.2 4.0
3. Reflection
Reflection included
references to the
research experience
4 0.4 1.6 2.0
3.Quality of
Assignment
Effectiveness and
Craftsmanship(File
named appropriately,
Interview formatted
as example, Spelling
and Grammar,
Document
presentation quality) 3 0.60 1.8 3.0
FINAL SCORE 15.3 20.00
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Running head: VR an emerging Trend in Higher Education

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