Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15

 
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Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15
Virtual Reality
in Scottish
Schools
A Scottish Learning Festival
seminar
22nd September 2022            Jim Fanning
12.30-13.15                    Senior Education Officer
                               Emerging Technologies
                               Education Scotland
Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15
Where products, tools and apps are
                                                 referenced this should not be
                                                 regarded as an endorsement.

Part 1
• Introduction

Part 2
• Educator Panel
         Robert Baldie PTC Design Technology
         Forfar Academy
         Simon Luxford-Moore Head of eLearning
         ESMS
         Ian Stuart Global Head of Education
         Avantis Education
         Dale Murphy PTC Technologies
Part 3   West Calder High School

• Q&A
Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15
Reminder
  VR in Education

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Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15
AR – augmented reality
                                                                    MR – mixed reality
                                                                    XR – extended reality

Definitions

• Virtual Reality is an
experience that is immersive

• The learner enters a
computer simulated
environment typically using a
special headset

                                ‘A virtual reality environment is an immersive, interactive,
                                                    computer-generated space.’ (Chalmers)
Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15
A Short History

The first VR machine, called Sensorama, was created in 1956

     In the 1980s and 90s the gaming industry adopted VR

           In 2010 Palmer Luckey created the prototype of the Oculus Rift VR
           headset

                 2012 Sony and Samsung develop VR headsets and Google releases
                 its Cardboard viewer for smartphones…….

                       2016- hundreds of companies are developing VR applications
Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15
The reality of presenting this seminar is quite daunting

                         In other cases, its     Most often people
Sometimes, emerging
                             potential is       misunderstand which
  tech is seen as a
                        understood , but not    specific technologies
     trivial toy
                              its nature         will thrive and why

           On occasion, we get         (Ball, M. The
             everything right       Metaverse. New York.
           except for the timing           2022)
Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15
‘What makes
technological
transformation difficult to
predict is the reality that it
is caused not by one
invention, innovation, or
individual, but instead
requires many changes to
come together’.
(Ball)
Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15
Enablers (‘many changes coming together’)

 VR IS BECOMING    THE TECHNOLOGY IS   THE TECHNOLOGY IS   CONNECTIVITY IS
 MORE ACCESSIBLE    GETTING SIMPLER     GETTING CHEAPER      IMPROVING
Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15
Challenges

  CONNECTIVITY    CONDUCT IN A   MURKY MORAL   ACCESS FOR THE    HEALTH
                 VIRTUAL WORLD    PRACTICES         FEW         CONCERNS
Virtual Reality in Scottish Schools - A Scottish Learning Festival seminar 22nd September 2022 12.30-13.15
Why is VR a game-changer in education?

VR is an immersive experience

     Once in a virtual word things change

         You are changing learner perceptions in
         a way that no other technology does
VR in Education

  For VR to be a
                                         Be as immersive as
    success in        Be easy to use
                                              possible
education it must…

  Provide some
                                           Adapt to users
   measure of        Tell a good story
                                         needs and abilities
    progress
VR in a Classroom Context

          VR : a staged approach
          • Stage 1: Using VR for perception or stimulation – the
            educator directs the experience; learners are passive
            viewers
          • Stage 2: Learners interact with the virtual world and
            influence the flow of content
          • Stage 3: Learners have a high level of autonomy and guide
            the learning through their decisions
          • Stage 4: Social collaboration; learners have a ‘genuine
            sense’ of being in a new space through interaction with
            others

                          Source: https://www.virtualiteach.com/post/the-depths-of-vr-model-v2-0
                          Bambury, S.
VR in a Classroom Context

                            Source: https://www.virtualiteach.com/post/bloom-s-taxonomy-virtual-reality
VR in a Classroom Context

                                                     There are a
                                                     range of
                                                     free to use
                                                     and paid for
                                                     apps that
 The Trench Experience      Apollo 11                cover areas
                                                     of the
                                                     taught
                                                     curriculum

 Anne Frank House           Travelling While Black
VR in a Classroom Context

                            …and there
                            is the
                            potential
                            for teachers
                            to create
                            their own
                            VR content
VR in Scottish Education

       In 2018 East Renfrewshire
       Council was the first
       education authority in the
       UK roll out VR headsets to
       its primary and secondary
       schools                      East Renfrewshire gives all its schools VR
                                                       headsets - BBC News
VR in Scottish Education
 Forfar Academy @FATech_Ed

                                    Primary School Transition Tour
                                    Video Link

1) Climate Change COP#26
2) P7 transition virtual tour
   (Practitioner Inquiry)
3) DYW visits
4) Winter Olympics Experience (ES
   Inspection Lesson)
5) AR and STL Graph Comm Work
6) #VRARinEdu
VR in Scottish Education

     At Erskine Stewart’s Melville
     Schools in Edinburgh virtual
     reality has been integrated into
     everyday lessons. VR was used
     to support learning during
     Black History Month and across     Erskine Stewart's Melville Schools - A Flagship Pioneer of
                                        Scottish 21st Century Learning - CodeTheFuture.scot
     curricular areas such as
     Language, History and RMPS
VR in Scottish Education

   West Lothian Inclusion & Support
   Service use VR headsets in their
   professional learning offer, to
   support practitioner understanding
   of the needs of learners with
   additional support needs

   West Calder High School has used
   VR headsets in their widely
   recognised Holocaust education
   programme
                                        Anne Frank House
VR in Scottish Education

 Levenmouth High are working on a DYW
 project with a local employer,
 developing work experiences using a
 360 camera and thinglink multi-media
 platform
                                   Virtual Reality for early
                                   education is a research paper
                                   from St Andrew’s University that
                                   describes the application of VR
                                   in an S1 project exploring St
                                   Andrew’s Cathedral in the
                                   middle ages
Panel
Discussion                 • Why integrate VR into your teaching?

                           • How do you prepare teachers and learners for
Panellists                 the VR experience?
Robert Baldie
PTC Design Technology      • How do you engage parents and carers (explain
Forfar Academy
                           the benefits and assuage concerns)?
Simon Luxford-Moore
Head of eLearning
ESMS
                           • How do you assess whether an ‘app’ is suitable
Ian Stuart                 for use?
Global Head of Education
Avantis

Dale Murphy                • How do you assess learning?
PTC Technologies
West Calder High School

                           • Any thoughts on future developments?
Q&A
VR : the future
2022
2023
2024
       Advances in headsets
2025
2026
2027
2028   New VR accessories

2029
2030
       Touch (haptics)
The Metaverse

• ‘A massively scaled and interoperable
network of real-time rendered 3D virtual
worlds that can be experienced
synchronously and persistently by
effectively unlimited number of users with
an individual sense of presence, and with
continuity of data, such as identify, history,
entitlements, objects, communications and
payments.

Ball, M. The Metaverse. New York. 2022.
Contact: james.fanning@educationscotland.gov.scot

                                                    Chalmers, D J. REALITY+.
               References                           Allen Lane. London.
                                                    2022.

                                                    Marr, B. Extended Reality
               Greengard, S. Virtual
                                                    in Practice. 2021. John
               Reality. MIT. 2019.
                                                    Wiley & Sons. Chichester.
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