I spent a very interesting evening this week at a Vancouver VR Community event at Mobify‘s headquarters in downtown Vancouver. Mobify is a provider of progressive web apps for e-commerce and has a really cool area for events such as this one, with lots of open spaces.

Vancouver is part of a growing North West Pacific Silicon Valley, and there are now over 500 members of the Vancouver VR community, which indicates how much activity and development are going into VR, at least in this region. 

The event was a mix of show and tell, and an opportunity to play with and experience some VR programs. Most of the applications available to play with at the VR event were typically combat games (including a very realistic one-on-one boxing encounter) but I was more interested in possible educational applications (although the boxing app might come in useful on a dark night on campus).

I particularly enjoyed using Google Blocks, a free software program for developing 3D models, that was being demonstrated by  Scott Banducci who runs a company that hosts VR events (VRtogo). With the headset on and a couple of hand-operated panels that include a colouring palette and tools for moving and stretching objects, it was easy even for a novice such as me to create in a few minutes a really cool 3D model of a plane. There is an excellent introductory video on the Google Blocks web site that explains the process. 

This was my first visit and I hardly knew anyone there (I was the oldest person by at least 40 years). I was hoping to meet someone from one of the many educational institutions in the Vancouver area who might be interested in using VR for teaching and learning but most of the people there not surprisingly were developers or producers of VR. Nevertheless this seems like a great community of practice and I strongly recommend anyone in the Vancouver area interested in the educational use of VR to join. The next event is at Mobify at 6.15 pm on August 22.

In the meantime, here are some of my thoughts about the use of VR, for what they are worth.

  1. VR is not just a fad that will disappear. There are already a large number of commercial applications, mainly in entertainment and public relations, but also increasingly for specific areas of training (more on that below). There is already a lot of excellent, off-the-shelf software for creating VR environments, and the cost of hardware is dropping rapidly (although good quality headsets and other equipment are still probably too expensive for required use by large numbers of students).
  2. What killed earlier two-dimensional VR developments such as Second Life for widespread educational use was the high cost and difficulty of creating the sets and contexts for learning. Thus even if the hardware and software costs for VR are low enough for individual student use, it is the production costs of creating educational contexts and scenarios that are likely to inhibit its use.
  3. Thus most suitable educational applications are likely to be where the cost of alternative or traditional ways of learning are too expensive or too dangerous. In particular, VR would be good for individual, self-learning in contexts where real environments are not easily accessible, or where learners need to cope with strong emotions when making decisions or operating under pressure in real time. Examples might be emergency management, such as shutting down an out-of-control nuclear reactor, or defusing a bomb, or managing a fire on an oil tanker. However, not only will the VR environment have to be realistic, as much attention will need to be paid to creating the specific learning context. The procedure for defusing the bomb and the interaction between learner and the virtual bomb must also be built in to the production. Thus VR may often need to be combined with simulation design and quality media production to be educationally effective, again pushing up the cost. For these reasons, medicine is a likely area for experiment, where traditional training costs are really high or where training is difficult to provide with real patients.
  4. Having said that, we need more experimentation. This is still a relatively new technology, and there may be very simple ways to use it in education that are not costly and meet needs that cannot be easily met in traditional teaching or with other existing technology. For this to happen, though, educators, software developers, and media producers need to come together to play and experiment. The VR Vancouver Community seems to me to be an ideal venue to do this. In the meantime, I can’t wait to see Bad Cookies Pictures VR horror movie when it comes out! Now that will be an immersive experience.

And since originally posting this, I have been directed to the blog post of Ryan Martin, a trainer on Vancouver Island, who has come up with a more comprehensive list of ways to learn through VR, with some excellent links.

If you know of other examples and are willing to share them, I will add the links to this post.

 

5 COMMENTS

  1. Thanks for this Tony,

    For the past year or so I’ve been on a deep diving into VR, AR and 360 video with a specific focus on how to use these technologies in education and training. One of the best resources I’ve found is https://www.edorble.com/ and their companion site https://www.edorbleacademy.com/.

    What I appreciate most about Edorble – besides the incredible responsiveness of Gabe and Cedric who lead the Edorble team – is the focus on learning. Unlike many platforms and apps this one is designed to put learning, especially social learning, first and technology second.

    Cheers,
    Jamie

  2. Hi Tony,
    The topic of VR and education is really important, albeit—as you noted—educator interest is low. And there are many good reasons for that—problems of huge cost, little evidence of significant educational value; and the fact that educators are being really stressed by the introduction of a vast assembly of new technologies with little research or training on their effectiveness. (i.e., Facebook, twitter and wikis are still being adopted by educators with little understanding of how or why. And the list goes on.)

    Nonetheless, the buzz around VR and AR (Augmented Reality) is growing louder. I just returned last week from a conference in Silicon Valley on VR, AR and Learning. The conference halls were full, altho the presenters were (imho) truly shallow about the field of learning and were far more into marketing their tools.

    I was overall disappointed but I did come away with some reflections. The main one is that AR is around the corner, but that VR is still in another dimension insofar as significant adoption and impact. VR is just too clumsy; AR is however, on the cusp.

    I’d welcome feedback from others.

  3. Very interesting article. Implementation of modern technologies, including VR, could greatly affect education. It would be easier to show students examples and not to explain in words.

  4. Modern learning materials, both paper and digital, are often similar to school textbooks we are used to. Most of the “innovative” benefits do not have visual improvements or interactive features, leading to boredom of students. Effective student motivation to learn is one of the most effective ways to improve the quality of learning. Virtual reality technologies (Virtual Reality Technologies, VR technologies) are able to fundamentally change the idea of ​​learning.

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