- Participate in #games4ed educate: Thursdays, 7pm CST
Six questions were posed by the hosts. I’ve summarized the responses below.
Q1: What experiences have you had with VR? Any that really stand out as being especially immersive?
- Platforms: Minecraft VR, Tiltbrush, 3D Sunshine, NoLimits 2 Roller Coaster Simulator
- Hardware: Google Cardboard, Occulus VR, HTC Vibe
Q2: What VR experiences would you like to see available for YOUR students?
- Social rather than isolated environments
- Empathy scenarios like The Walking Dead and Life is Strange
- Sandboxes like #Minecraft that allow students to create rather than just consume
- Environments that support playful learning much like video games
Q3: How do we take VR in education to scale? How can we make it accessible to more kids?
- Utilize existing hardware:
- iPad simulation apps
- 360 videos are accessible on exisiting devices supported by a YouTube filter
- Google Cardboard is an affordable entry point
Q4: What experiences would lend especially well to #VR vs. any other medium?
- Travel to places you cannot really go: space, oceans, other countries
- Simulators: anatomy, dissection, cell structures, internal organs
- Augmented empathy
Q5: #VR seems like an obvious fit for immersive content consumption. Where do you see opportunities for content creation?
- Current platforms allow for user created content in virtual worlds:
- Theta to take 360 pics/video to import in Google Cardboard
- Low cost #VR cameras
- Develop a Community of Practice for students
Q6: What’s your next step for bringing #VR experiences to your students?
- Write grant proposals and seeking VR partnerships
- Implement #VR headsets & Android devices
- Teacher training and support
- Advocate at school for scaling