Showing posts with label Virtual Reality. Show all posts
Showing posts with label Virtual Reality. Show all posts

Wednesday, 30 January 2019

Growth Headset? The Use of VR and AR in Schools

The lift doors closed, and I ascended to the 45th floor. When they opened again, it was not to the ubiquitous corridor, but to a plank extending out from the building. It was a test: did I have the nerve to walk out there? I was experiencing acute anxiety and the inevitable vertigo associated with looking down from a skyscraper. I froze – I could not leave the safety of the lift. I was simply terrified. I had failed. So I removed the headset.

The Power of VR

It was at this point that I realised the power of Virtual Reality. Part of my brain knew that I was in the safety of a classroom room in the Sixth form block at my school and that the plank, in reality, was an expanse of carpet extending in front of me. Despite knowing that I was in no immediate danger, I was terrified. My senses had been hijacked by Virtual Reality and some primal sense of survival deep inside me had kicked in and try as I might I could not overcome it. The ‘Plank Experience’ has been part of our IB Diploma Psychology unit on fear and anxiety for a couple of years now. It is an extraordinary way of approaching the topic. It is one of many examples of how Virtual Reality is transforming the classroom experience of pupils.

Trips in VR

At a very basic level, Virtual Reality gives almost limitless scope for teachers to take pupils on trips anywhere in the world without leaving the grounds. A class can visit China and experience what it is like to walk up and down the crumbling steps of the Great Wall, they can take a stroll along Wall Street, gasp at the view from the top of the Burj Khalifa, or even dive the Great Barrier Reef. In the past six months, Year 7 went to Africa, Year 3 have been to the Pyramids, Year 4 visited the Vikings, Year 5 went to Ancient Greece and Year 1 even travelled into Space. All these ‘school trips’ are available in the classroom within a matter of minutes – a further bonus is that there’s no disruption to the curriculum, no additional paperwork, no buses to order, and the hi-vis jackets can stay in the cupboard. 
Over the past twenty years, we have seen videos, DVDs, classroom projectors, interactive whiteboards, 3D projectors and computer games recruited to improve the learning experience of pupils. So, is Virtual Reality just the latest in that long line of new technologies which teachers harnessed in the service of education? Is it just another gimmick to grab the attention of a new generation? It is understandable that teachers and school leaders are sceptical.

Research-backed Pedagogy

We know that each invention that is deployed in schools requires the development of an effective pedagogy which enables teachers to get the most out of the new technology. This, in turn, poses several important questions about the value and effectiveness of the new technology in promoting learning, understanding, empathy and in improving learning outcomes. With the luxury of hindsight, too many schools deployed new technologies without really knowing what they were doing or why they were doing it. History teaches us that effective implementation is facilitated by twin drivers of collaboration and research. With this in mind, the Independent Schools Council Digital Strategy Group launched an action research project last spring. The study was managed by Ian Phillips, Assistant Headteacher at Haberdashers’ Aske’s Boys’ School (@IanHabs) and involved teachers and pupils from seven schools completing questionnaires and interviews on the impact of the introduction of Virtual Reality into the classroom. 

The results of the study were published in November as Growth Headset: Exploring the use of Virtual Reality and Augmented Reality in Schools written by Dr James Mannion (@RethinkingJames). The most common theme to emerge from the research was that Virtual Reality technology can be used to facilitate learning in two ways: first, through visualisation and seeing in 3-D; and, secondly, by providing an interactive and more immersive learning environment which makes topics more memorable compared to textbooks. Whilst some teachers in the study expressed concerns about the logistics of using Virtual Reality in the classroom, the majority of students and teachers were able to share examples of where they felt using Virtual Reality had had a positive impact on learning, or where it is likely to have a positive impact on learning in the future. Thus, the Growth Headset report provides some initial insight into how Virtual Reality might be deployed in schools and seeks to answer some of the important questions about the place that this technology might play in schools over the coming years.

The verdict

The use of Virtual Reality in the classroom is still in its infancy but there are already signs that this is a much more powerful technology than its more passive predecessors. The lessons from the pioneers is that VR is not just another way of conveying information, but there is something distinctively powerful about the fact that the viewer is in control. This makes the experience active and so immersive that they evoke an emotional as well as a rational response. 
Virtual Reality allows the teacher to put a young person into the shoes of another person. Early adopters are divided over whether or not Virtual Reality is what Chris Milk in his TED Talk describes as the ‘ultimate empathy machine’ . Some believe that Virtual Reality has huge potential to foster greater awareness of what it is like to be a refugee or live with a disability; and that its contribution to the educational armoury will be as an effective tool for teaching empathy, a trait so often lacking in teenagers. However, some respondents in the ISC Research project expressed scepticism, as can be seen in the following exchange: 
 I’ve heard a lot of positive things about the creation of empathy, and I am very sceptical about that… [they say] it's a wonderful experience to be able to teach students to be empathetic like what's it like to live in a slum. And I feel that they just can't be right because it's a bit like giving someone a seat and saying “this is what it's like to not be able to use your legs”, or “this is what it feels like to not be able to hear”. The students will never be able to know that because that's something that's really personal and I think that we dumb down the experience by suggesting that in any way we can replicate it. It might give an insight, but it doesn't create empathy in and of itself. 

Best Practice

Going forward, we need to develop policies and protocols to disseminate best practice. For example, at JESS, we have found (the hard way) that primary children are best using Virtual Reality headsets sitting down and that that they hold the viewer to their eyes, rather than being strapped on, so that they can disengage from the experience more easily. Furthermore, as my lift experience illustrates, Virtual Reality is a very powerful tool which can elicit a whole range of emotional responses from the participants and thus needs to be used with care. Teachers need to be sensitive and alert to the potential that the experience of ‘going over the top’ from a First World War trench might be so real that it is traumatic. Lessons need to be planned so that there is time to allow children to talk about their experiences and to ‘decompress’ before heading off to their next lesson. 
One of the determining factors in whether or not Virtual Reality has an impact on wider schooling will be the extent to which industry can supply a broad range of high-quality content that starts with the curriculum rather than teachers having to appropriate apps for use in the classroom. As with so many new technologies, educational priorities must drive the technological ones. Without this, it is likely that the adoption of Virtual Reality in schools remains the preserve of a few schools with dedicated enthusiasts. 

This article was published in Tes on 29/01/2019 as Virtual reality: not the edu-fad it is made out to be?

Tuesday, 9 October 2018

#FutureSchool - How AI, VR and Robots are transforming how children learn

Presentation given at the Middle East Schools Leadership Conference on Wednesday 10th October 2018

 

Sunday, 13 May 2018

How Virtual Reality is transforming how children learn.

A presentation given at the COBIS annual conference on Sunday 13th May 2018 in London. The presentation tracks the journey of JESS Dubai through the four stages: Learning, Enhancing, Innovating and Disrupting.

 

Friday, 1 December 2017

JESS Dubai's Journey into VR and AR

A Presentation given at the ISC Digital Strategy Group Conference held at Microsoft, Reading on 30th November 2017



The Digital #FutureSchool - Automation, Innovation, Disruption

A Presentation given at the ISC Digital Strategy Group Conference held at Microsoft, Reading on 30th November 2017

 

Sunday, 8 October 2017

How top schools can help educate the 263m children in the world who are not in education.

Interview about how top schools can use new technologies, such as Virtual Reality teaching and Blended Learning, to educate some of the 263m children who are not in education.

 

Interview at the HMC Annual Conference in London, 04/10/2017

Sunday, 25 June 2017

How “Virtual Reality Teaching” could help educate the world.

The Challenge 

One of the greatest challenges for Education in the Twenty-first Century is that there is an ever-increasing divide between the demand for learning and the supply of schooling. This is seen most obviously in the global shortage of teachers, but it extends to the dearth of school leaders, and to the unavailability of schools themselves.
 According to UNESCO (Institute of Statistics, 2013), there are currently 263 million children not in education and the world will need 3.3 million more primary teachers and 5.1 million more lower Secondary teachers by 2030. These statistics demonstrate that we are failing millions of young people. Our current model of teaching with a specialist standing in front of a class of 20-30 pupils is inefficient and unsustainable. We need to find a way to bring education to all. There is no easy answer to this problem, but I believe that “Virtual Reality Teaching” will be part of the solution.

Virtual Reality in the Classroom 

Most are familiar with Virtual Reality (VR) – it is transforming the Gaming industry and it is now finding its way into classrooms around the world. The technology is simple: it works very much in the same way that enabled a previous generation of children to enjoy 3D images through a Viewmaster. The headset projects a slightly different image to each eye, which gives a 3D effect. As the viewer moves his head to the left and right, the image moves giving a strong feeling of being in situ. By turning around, the viewer can see what is behind him; by looking up he can see what’s above him-it’s ‘real’!

What makes Virtual Reality different? 

The greatest difference between VR and, say, watching a DVD is that VR is an active rather than a passive process. It feels like the real experience. Because the viewer is controlling where he looks and what he focuses on, this inevitably leads to greater engagement. Indeed, Virtual Reality allows the user to experience what is going on in a way that feels authentic.

Personalised Learning 

At JESS, Dubai, we use VR extensively in our Primary schools to take children on virtual school trips traveling around the world, back in time and even into space. In the past few weeks at Year 5 have met some ancient Egyptians, Year 4 have been to London, Foundation 2 travelled to Mars and Year 6 went to Ancient Greece. The children ‘felt’ what it was like to be there and the experience helped them to develop mature responses at a significantly deeper level than would ever be possible from watching a video. Possibly the greatest strength of VR is that the experience is personalised – the child is in control of the experience, he can go at his own pace, choosing to look at what he wants, taking time to look for detail, moving on only when ready.

From Virtual Reality to Virtual Reality Teaching 

I believe that Virtual Reality technology is more than just the latest in the long line of technologies which can be harnessed by teachers to help them make their classrooms come alive. It has the potential to be the “disruptor” of education providing access to some of the best teaching in the world to millions of children who are currently not in education.

Proof of Concept: “Virtual Reality Teaching” 

“Virtual Reality Teaching” (VRT) has the potential to allow children in Calcutta to feel as if they are in a classroom at JESS, Dubai. Earlier this year, Steve Bambury, the Director of Innovation and Digital Learning at JESS, conducted a “proof-of-concept” test of VRT. We aimed to give students an immersive experience of being in a classroom, rather than passively watching a Video Conferencing screen. This involved putting a 360-degree camera in the second row of a classroom and running a live stream to a classroom next door where a student wearing a VR headset “participated virtually” in the lesson. The experience of the remote student was not perfect, there was a time delay and some buffering, but he felt like he was in the classroom. This has the potential to be revolutionary. The technical processor speed and network bandwidth issues will be resolved sooner rather than later in accordance with the inexorable progress of Moore’s Law. We are confident that it is only a matter of time that students will be able to attend class at JESS remotely.

“Virtual Reality English Language Teaching” 

The English Language teaching sector is a significant part of the global education industry. According to the British Council figures there were 1.5bn people learning and speaking English in 2014 and it is estimated that this will increase to 2bn people (25% of the global population) by 2020. The Export revenue for the UK’s English Language Teaching (ELT) sector was estimated at £1.2 billion (US$1.74 billion) for 2014 (Source: ICEF Monitor, Feb 2016). The demand for English Language Teaching is only set to increase as English extends its influence as the lingua franca. Virtual Reality Teaching is likely to become an important way in which learners will be able to gain access to the best teachers and interact with native speakers. Potential investors would be well advised to target the Far East in the first instance as this region is quick to embrace new technologies and already is an established market for English Language teaching.

Making “Virtual Reality Teaching” a Reality

"Virtual Reality Teaching" has enormous potential, but it will take more than a couple forward-thinking professionals in the UAE to make it happen. Technological development will have to combine with a robust educational pedagogy. We have a long way to go. 
I suspect that the technological development will come from Oculus, the leading VR company owned by Facebook. Understandably, having recently become a father, Mark Zuckerberg is becoming interested in education and he has the resources to make this vision happen. It is perhaps fitting that he then has the last word: 
“After Games, we’re going to make Oculus a platform for many other experiences. Imagine enjoying a courtside seat at a game, studying in a classroom of students and teachers all over the world, or consulting a doctor face-to-face – just by putting on your goggles at home.” 
This article was written for the English Language Gazette.

Sunday, 29 January 2017

How Virtual Reality is changing how children learn in the classroom

Virtual Reality is the latest in a long line of new technologies which can be harnessed by teachers to help them make their classrooms come alive; to improve further the learning experience of their pupils. Over the past twenty years’, teachers have used videos, DVDs, classroom projectors, interactive whiteboards, and 3D projectors and now they can call upon Virtual Reality. So, what is Virtual Reality (VR) and how it so different? 

What is Virtual Reality? 

In order to experience Virtual Reality, the user needs to put on a headset in which a 360° panoramic image is projected. The technology is simple, it works very much in the same way that enabled a previous generation of children to enjoy 3D images through a Viewmaster. The headset projects a slightly different image to each eye, which gives a 3D effect. As the viewer moves his head to the left and right, the image moves giving a strong feeling of being in situ. By turning around, the viewer can see what is behind him; by looking up he can see what’s above him-it’s ‘real’! 
Surprisingly, it is possible to create a VR experience for less than US$5 by purchasing a simple cardboard kit into which a smartphone can be inserted. The 360° panoramic images used for the ‘virtual experiences’ are produced in two ways. They can be filmed by a 360° camera, in just the same way that Google Street View is mapping cities of the world. Or, they can be computer-generated as in console action games, such as Call of Duty. There are thousands of 360° videos available free on YouTube (just search for ‘360° videos’) and this number will increase exponentially as 360° cameras become commonplace. 

What makes Virtual Reality different? 

The greatest difference between VR and, say, watching a DVD is that VR is an active rather than a passive process. It feels like the real experience. Because the viewer is controlling where he looks and what he focuses on, this inevitably leads to greater engagement. Indeed, Virtual Reality allows the user to experience what is going on in a way that feels authentic. The first time that I put on a VR headset, I went on a roller coaster ride – the experience was so immersive that I had motion sickness! This was not a passive activity it felt real – I experienced every dip and turn. It is this characteristic of creating an experience that makes VR such a versatile and powerful tool for the classroom. 

Virtual Tours 

I am sure we can all recall the experience of trips out of the classroom during our own school days. To be able to see what had been discussed in the classroom gave a clarity and strong memory association that no text book can ever hope to achieve. A huge strength of Virtual Reality in schools is that it gives almost limitless scope for teachers to take pupils on trips anywhere in the world without leaving the grounds. A class can visit China and experience what it is like to walk up and down the crumbling steps of the Great Wall, they can take a stroll along Wall Street gasp at the view from the top of the Burj Khalifa, or even to dive the Great Barrier Reef. All these ‘visits’ are available in the classroom within a matter of minutes – a further bonus for the teacher is that there’s no risk assessment, no budget and no buses! 
But Virtual Reality allows teachers to go further, for VR makes it possible for a pupils to experience the impossible. 

Time Travel 

Virtual Reality allows pupils to go back in time to experience key events in history. It is possible to be there as Martin Luther King makes a great speech; they can wade through World War I trenches, they can be in a dog-fight in the Battle of Britain, build a pyramid in Cairo witness the Execution of Mary Queen of Scots. 

Space Travel 

VR has also made Space Travel available for all. The publication by NASA on YouTube of 360° panoramas of Mars and Pluto makes it possible for teachers to take their classes to outer space. Pupils can explore the Martian landscape from atop the Mars Rover - no space suit required. 

Personalised Learning 

In the past few weeks at JESS, Dubai, Year 5 have met some ancient Egyptians, Year 4 have been to London, Foundation 2 travelled into Space and Year 6 went to Ancient Greece. The children ‘felt’ what it was like to be there and the experience helped them to develop mature responses at a significantly deeper level than would ever be possible from watching a video. Possibly the greatest strength of VR is that the experience is personalised – the child is in control of the experience, he can go at his own pace, choosing to look at what he wants, taking time to look for detail, moving on only when ready. 
Teachers should always be on the look-out for new ways to enable young people to learn, to help them understand more about the world around us and Virtual Reality can now be the latest addition to their toolbox of ways to inspire – and what an exciting addition it is!

This article was published in Emirates Airlines' Absolutely Education Issue One (Feb 2017)