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Virtual Reality in Education
Gary Sullivan
Towson University
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Abstract
Virtual Reality in education is up and coming trend in technology with the potential to change
the way students and instructors experience both the world and the classroom. This paper will
examine three main topics related to VR in education, including the feasibility of incorporating
VR experiences and technology in the classroom, the potential that VR technology provides to
instructors and students, and the practical uses of VR tech today.
The Potential of Virtual Reality in Education
Virtual Reality is ultimately a way for students and instructors to escape the confines of
the everyday school environment. Whether that entails offering students the chance to visit other
countries, worlds, or times, the technology is evolving to the point where setting a defined limit
is quickly becoming impossible. Current implementation of VR tech can have people experience
anything from a vertigo inducing roller-coaster ride, to swimming underneath oceans filled with
kaleidoscopes of color, creating a city of their own making, or examining the inside of a human
body in jaw-dropping 4k resolution.
For educators, the sky is the limit for the practical implementation of VR in the
classroom. Dependent on the content being taught, there are a variety of interesting and engaging
ways to utilize this technology. First, we must differentiate between the types of Virtual Reality
that are available at the current time. Laura Freina at the Institute for Educational Technology in
Genova, Italy describes it as follows: "Two different kinds of VR can be identified: non-
immersive and immersive. The former is a computer-based environment that can simulate places
in the real or imagined worlds; the latter takes the idea even further by giving the perception of
being physically present in the non-physical world."
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The first type of VR experiences she describes is one more people are familiar with. Non-
immersive VR is something almost everyone has some type of familiarity with, notably video
games. Essentially, they are experiences where the user interacts with a computer which
generates a real or imagined world. Everyone who has seen or watched a video game being
played is familiar with this concept of being transported to a faraway kingdom, the future, space,
or back in time to important historical events. Whether that takes the form of storming
Normandy beach in a World War II style video game, or role playing as a wizard or knight in a
online MMO-RPG, the user is transported through the screen to a new and different
environment. This type of Virtual Reality is most likely not what people think of when the term
VR is used but applies in this sense. Virtual Reality is ultimately just a reality that is not our own
at the current time. It can be based in historical fact, fiction, fantasy, or anything that creators can
imagine.
This first type of VR has many applications for education. While the clear majority of
video games take liberty with facts, you can often find students have knowledge of events that
have occurred in history through the fact they have experienced it virtually. The vast majority of
students in K-12 education have not been taught about World War II, but have background
knowledge of people, places, and events from this time period through tertiary knowledge
attained through playing in virtual spaces like these games. Many students have already
experienced playing through one of these kinds of virtual environments, even as far back as 20
years ago. Shooting aliens by typing words on screen, or by solving math problems was a
common trend in computer labs in the early 2000's. This environment has evolved, and the
available experiences have evolved along with it.
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This potential is fully realized in the second type of Virtual Reality mentioned above.
Fully immersive VR tech is a new trend that not many people have had the ability to test and
explore yet due to several factors, one of which is feasibility/cost, as well as development of
educational experiences on a new platform. Fully immersive VR is something you cannot
describe to someone who has yet to experience it. The feel of being literally transported to a new
reality, to turn your head in real life in your bedroom while simultaneously turning your head in
a field of open flowers in Medieval Europe is truly awe inspiring, even to adults. The truly
unbound potential of fully immersive VR tech is something that will change the way students
learn and experience content across the board in education in the future. As an example, consider
a somewhat basic immersive VR experience available today in Google Earth VR. Google Earth
is a somewhat simple program that allows users to navigate their hometown, state, country, or
even the globe at the click of a mouse. They can use Streetview to get real images of life in areas
anywhere around the globe. Now imagine how different it must feel to get a view into life in
modern India through a computer screen compared to fully immersive VR, which allows you to
literally put your feet on the street of Mumbai, to turn your head and examine shops, streets, and
stores like you were actually there. This is the true potential of VR and the classroom
implications are beyond exciting.
The Feasibility of Virtual Reality in the Classroom Environment
The feasibility of Virtual Reality in the classroom is really where issues related to this
exciting technology start to pop up. Most students are familiar with the first type of VR, the
math, typing, etc. games that school, and library computers have available. While this type of VR
is a good introduction to the technology, it doesn't approach the potential application available.
Unfortunately, the cost associated with the second type of VR tech, or immersive VR is
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incredibly prohibitive to educators and schools, especially in public schools. "One of the many
reasons why virtual reality technology was beyond the reach of schools was financial feasibility
(Andolsek, 1995; Mantovani, Gaggiolo, Castelnuova, & Riva, 2003; Riva, 2003). The cost of
both procurement and maintenance of various sophisticated devices to create an immersive
environment made mass use of this technology prohibitive." Even modest VR headset devices
that provide a believable immersion experience to user's currently costs in the hundreds of
dollars for the device alone. This also does not incorporate the system requirements that the
computers hooked up to the devices require to run the headsets. Current generation VR
technology requires a current generation GPU unit which frequently run as high as four to six
hundred dollars. You will also require increased system memory or RAM, as well as other
computer components that are often only seen in the hands of only the most enthusiastic of
computer and VR hobbyists. A conservative cost analysis puts current gen VR ready experiences
at around $1500 for an appropriate level system, not including the software(games/programs)
that you wish to have students using. Another important note is that this is only for one system,
which could only be used by one student at a time. A fully equipped VR computer lab that you
could use to work with an entire class would be beyond expensive.
Another important aspect to consider when deciding whether immersive VR is a feasible
technology currently is the physical requirements which are twofold. First, VR is not usually a
seated experience, as allowing students to move and interact with the virtual environment is part
of why immersive VR is so interesting. As such, a defined area (which differs depending on the
device in question) usually approximately 9x9 feet is required to get the most of any interactive
VR experience. Due to this, any kind of VR lab would have to be incredibly large to
accommodate any reasonable number of users simulataneously. Additionally, the actual physical
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fitness requirements associated with VR are important to consider as well. "In addition, there
were many physical and psychological discomforts that users experienced in virtual reality
environments. These included strenuous posture demands, repetitive strain injuries, headset
weight and fit, simulator sickness, disorientation, hallucination, and dissociation (Costello,
1993). Another significant concern identified in the literature was poor instructional design of the
virtual learning environments (Chen, Toh, & Ismail, 2005; Riva, 2003; Wong, Ng, & Clark,
2000). VR inherently requires movement to interact in the virtual space, and that would
automatically exclude students with certain disablities among other things.
Ultimately, until the technology is refined, and costs come down, fully immersive VR
experiences seem to be out of reach for all but the wealthiest school districts. The technology
will most likely improve in the coming future and similar to PC's which were only for the
wealthiest individuals and schools, VR will likely reach a point where they are both affordable
and practical instruments of instruction in the future.
Job training etc
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References
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