Virtual reality is one of the most powerful tools an educator could use in the classroom. Quite literally, it brings new and exciting learning through a whole new 3D world. Specifically, I see Virtual reality be used for history, for example for a dig and site study (ACDSEH002, ACDSEH003, ACDSEH004).
Can you image students seeing with their own eyes for the first time, the glory that was Greece and the grandeur that was Rome?! Or to stand in the tomb of the Pharaoh of Ancient Egypt, a living and immortal god, he that protects Egypt and subdues foreign lands…
Case studies have already documented VR as engaging, visual and historical (Squire and Jenkins, 2003; Roussou, 2000). It is the most wonderful creative and educational tool (Abulrub, Attridge & Williams, 2011; Craft, 2010; Middleton, 2005); to bring history alive like never before. Students will quite literally see “wonderful things” (what Howard Carter said when he first saw inside Tutankhamen’s tomb). For example,
https://www.youtube.com/watch?v=XBuijx_iZtQ
https://www.youtube.com/watch?v=y9zWmURQcyc
https://www.youtube.com/watch?v=zRgdT2m51Bc
https://www.youtube.com/watch?v=y0EVnOqvguQ
Unsurprisingly, VR’s uses go beyond history, as VR is engaging and improves learning outcomes (Hew & Cheung, 2010, 42), suited to many different resources such as Google Earth and Expedition. There is Aura for scanning, Quiver for colouring, and Coding vr with Blocky and CoSpaces. Namely, CoSoaces has the advantage because Scratch is several years old whereas Co Spaces is a year old and tailored for education. For Science there is InCell VR. For numeracy, there is the Commonwealth bank’s financial literacy VR and app experience. For literacy, these engaging 3D afforces can be used In every subject, e.g. English for a newspaper, or to read the book first, building Digital storytelling and competences as well – for example, view the world and game I created, at:
VR fulfils critical ICT capabilities’, and use, integral to the NSW Syllabus, for student’s thinking, learning, and creative skills – in a proven-engaging manner (Alsawaier, 2018; Reading, 2007; Bricken, 1991; MCEETYA, 2004, p.9). Such historical skills are critical, interactive, decision making, evaluation and perspective-taking thinking skills that all students need (Schrier, 2005, 11; Squire & Barab, 2004; Paxton, 1999; Hoge, 2003; Barton, 1997; Butts & Gagnon, 1988). Moreover, VR makes the historical site, location or museum dramatically more “accessible and attractive” to students (Roussou, 2000, 2; Thomas and Mintz, 1998; Roussou and Efraimoglou, 1999).VR has been cited as beneficial for ESL (visuals are not constrained by language) and even students with disabilities (Cromby et al., 1995). The best thing is the simple new affordability and accessibility. Critically, VR does need teacher direction but more importantly student reflection and consolidation (Roussou, 2000, 6), to consolidate and assess learning.
Consequently, according to Roussou, (2000) the educational use of VR in history is a future: “innovative… compelling…the provider of strong tools for learning” (1).
For more educational Virtual Reality, see also:
https://sraeblog219354078.wordpress.com/virtual-reality-module/
Refrences
Abulrub, A. H. G., Attridge, A. N., & Williams, M. A. (2011). Virtual reality in engineering education: The future of creative learning. In Global Engineering Education Conference (EDUCON), 2011 IEEE (pp. 751-757). IEEE.
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79.
Barton, K. C. (1997). History–It Can Be Elementary: An Overview of Elementary Students’ Understanding of History. Social Education, 61(1), 13-16.
Butts, F. R. and Gagnon, P. (1988) The Morality of Democratic Citizenship: Goals for Civic Education in the Republic’s Third Century. Calabasas, Ca: Center for Civic Education.
Bricken, M. (1991). Virtual Reality Learning Environments: Potentials and Challenges. Computer Graphics 25(3), 178-184.
Craft, A. (2010). Creativity and Education Futures: Learning in a Digital Age. Trentham Books Ltd. Westview House 734 London Road, Oakhill, Stoke-on-Trent, Staffordshire, ST4 5NP, UK.
Cromby, J., Standen, P., Brown, D. (1995). Using Virtual Environments in Special Education. VR in the Schools 1(3), 1-4.
Hew, K. F. and Cheung, W. S. (2010), Use of three‐dimensional (3‐D) immersive virtual worlds in K‐12 and higher education settings: A review of the research. British Journal of Educational Technology, 41: 33-55. doi:10.1111/j.1467-8535.2008.00900.x
Hoge, J. (2003) Teaching History for Citizenship in the Elementary School. ERIC Clearinghouse for Social Studies/Social Science Education. Bloomington, In: ERIC Digest.
MCEETYA: Ministerial Council on Education, Employment, Training and Youth Affairs (2004). Content strategy: Learning in an online world. Carlton South, Australia: MCEETYA.
Middleton, H. (2005). Creative thinking, values and design and technology education. International Journal of Technology and Design Education, 15(1), 61-71.
Paxton, R. J. (1999) A Deafening Silence: History Textbooks and the Students Who Read Them, Review of Educational Research. 69(3): 315-339.
Reading, C. (2007). Recognising and measuring engagement in ICT-rich learning. SiMERR National Centre, University of New England.
Roussou, M. (2000). Immersive interactive virtual reality and informal education. In Proceedings of User Interfaces for All: Interactive Learning Environments for Children (pp. 1-9).
Roussou, M. and Efraimoglou, D. (1999). High-end Interactive Media in the Museum. In Computer Graphics, ACM SIGGRAPH 1999, 59-62.
Schrier, K. L. (2005). Revolutionizing history education: Using augmented reality games to teach histories (Doctoral dissertation, Massachusetts Institute of Technology, Department of Comparative Media Studies).
Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education–Connections (the TEC Series). Teachers College Press. 1234 Amsterdam Avenue, New York, NY 10027.
Squire, K., & Barab, S. (2004). Replaying history: Engaging urban underserved students in learning world history through computer simulation games. In Proceedings of the 6th international conference on Learning sciences (pp. 505-512). International Society of the Learning Sciences. http://labweb.education.wisc.edu/room130/PDFs/squire01.pdf
Squire, K., & Jenkins, H. (2003). Harnessing the power of games in education. Insight, 3(1), 5-33.
Thomas, S., Mintz, A. (1998). The Virtual and the Real: Media in the Museum, American Association of Museums.
https://www.smithsonianmag.com/innovation/see-ancient-world-through-virtual-reality-180962237/
https://www.google.com/search?tbm=isch&sa=1&ei=xCoSW_SmA8WY8wWToa7oCQ&q=virtual+reality+history&oq=virtual+realty+hi&gs_l=img.1.0.0i10i24k1.113652.117223.0.119881.3.3.0.0.0.0.542.1125.2-1j1j0j1.3.0….0…1c.1.64.img..0.3.1122…0i10i30k1j0i30k1j0i8i30k1j0i24k1.0.nYAdMGSIAsQ
Giphy
https://giphy.com/gifs/tech-virtual-reality-htc-vive-4BHzWQxx8fCpO/media
https://giphy.com/gifs/nutsandbolts-viceland-nuts-bolts-l0K1STVI5NyhGvbSU/media
https://giphy.com/gifs/gif-art-mmciii-geographical-indeterminate-fantasies-26BRxENao2jAzSe08/media
https://giphy.com/gifs/vr-9EAzNeKppQXnO/media