Virtual reality is not science fiction! Very simple projects can be done from a mobile device and students will be captivated. The pedagogical team of the Center de services scolaire de Laval presents the website for this purpose. Extended reality, which contains a multitude of resources.
“When we talk about virtual reality, it can seem confusing. However, this technology offers interesting possibilities for the class and it is possible to start with very simple projects. This is the message that Alexandra Coutlée and Patrick Fleury, both RECIT advisers at the Laval School Service Center, wanted to convey during a conference presented as part of the last Digital Education Summit.
According to them, there are many reasons to experience virtual reality in the classroom: remote site visits, interaction with the environment, immersive remote collaboration, construction of virtual objects, games and experimentation are among the possibilities. These activities help develop new skills, stimulate imagination and creativity, and engage students in their learning.
Virtual or augmented reality
On the website Extended reality, they have brought together many resources to support teachers in carrying out virtual reality projects. Augmented and mixed reality resources will eventually be added.
As a reminder, the virtual reality is the immersion in a 3D environment using a virtual reality headset (this can be done from a smart phone). The augmented reality as for it is the superposition of a digital content on the real environment, using a mobile support (tablet / smart phone).
Since these are necessary, a section of the site Extended reality presents the devices allowing to experience virtual reality. It is also possible to test your device to find out if it is compatible. It is important to take this test, especially if students are asked to bring their personal devices.
Consumption or creation
For Alexandra and Patrick, virtual reality can be embodied in four types of activities with the students, ranging from the simplest to the most immersive and engaging. They presented examples of learning situations to be carried out for each of them.
1- Passive consumption
We look, we witness something.
Eg: experiencing life in an isolation cell in prison, being in the shoes of a homeless person.
2- Interactive consumption
We interact with the environment.
Ex .: being blind and learning to recognize one's immediate environment.
3- Fixed creation
We create spherical images or videos.
Ex .: take 360-degree photos with Google Street, create an image-based crime scene, reproduce a scene from a novel or a play.
4- Interactive creation
We create spherical images or videos by adding elements of interaction.
Eg: take a photo and add information points to it, create a virtual tour of the school.
Creations with spherical images or videos can be placed on the site Thinglink.com, which accommodates this type of file and allows you to interact with them afterwards. The free platform my360.io also allows you to create immersive tours.
A list of virtual reality experiences is featured on the website. It is possible to search for activities, in particular by type of device used and by cost.
Have you experienced virtual reality in the classroom? Share your findings with us!
To go further, read or re-read our files on:
- The virtual reality
- The augmented reality
Dimension (s) of digital competence related to this article
3- Exploit the potential of digital technology for learning
To see the Framework.