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 Jim Fanning 12.30-13.15 Senior Education Officer Emerging Technologies Education Scotland
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
Reminder VR in Education Please turn off Use the chat pane Sessions are being your microphone to make a recorded for public when you are not comment or ask a viewing speaking question The views and If you lose Use the hashtag opinions expressed connection simply #SLF22 to Tweet here are the log back in again presenter’s own
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)
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
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)
‘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)
Enablers (‘many changes coming together’) VR IS BECOMING THE TECHNOLOGY IS THE TECHNOLOGY IS CONNECTIVITY IS MORE ACCESSIBLE GETTING SIMPLER GETTING CHEAPER IMPROVING
Challenges CONNECTIVITY CONDUCT IN A MURKY MORAL ACCESS FOR THE HEALTH VIRTUAL WORLD PRACTICES FEW CONCERNS
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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