In this section you will use the tabs below to explore current and potential uses for XR in Education, and the opportunities and challenges associated with its adoption. There are guides for hardware, implementation, and resources to help with implementation.
Market & Potential
XR in Education
Hardware Guide
Implementation
Resources
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Market Analysis
According to a Global Web Index survey of VR users, 41% think VR has its greatest potential in classroom education. 64% of respondents think gaming holds the greatest potential for VR. (Petrov, 2020). This perspective is similar to Gossett’s (2019) observations that Education is second only to the Entertainment sector applications in terms of current development efforts. “In a recently published survey of more than 900 developers working in AR, VR and MR, a third responded that education is the focus of their current or potential work in the field. Only gaming and non-gaming entertainment scored higher. More than training, healthcare, product design or any other non-entertainment application, it seems education is driving the future of virtual reality” (Gossett, 2019).
Despite this recent focus on Education, and despite calls from leaders such as former U.S. President Barack Obama, the Education sector has been slow to adopt the technology. This is not necessarily due to a lack of interest; for example, according to a study by Samsung, 48% of teachers in Germany are interested in using VR in the classroom, and 73% feel that VR increases student motivation (see Infographic below).
Market Drivers
An insight from Fortune Business Insights' Virtual Reality in Education Market: Global Industry Analysis, Insights and Forecast, 2019 –2026 sample confirmed some of our own ideas about the market drivers of XR in Education: 1. Growth will be driven by "increasing adoption of Virtual Learning Environments and Advancements in Headsets," as well as decreased cost of headsets. 2. "Partnerships and Collaboration in the Education and Corporate Industries to Deliver VR Based Education and Training Programs" (Fortune Business Insights, 2019).
The slow adoption rate of XR in Education is most likely a reflection of a lack of content and lack of stakeholder experiences using XR. More widespread adoption of XR will not take place until all stakeholders in education are able to experience XR and see its potential as a teaching and learning tool, but this cannot occur until market growth and adoption occurs in other areas. It may be impossible for stakeholders to fathom the impact XR could have on education without having experienced XR themselves. Even then, the ability to visualize and see its potential will vary across individuals, but experiencing XR will help to see possibilities that lie outside the limitations of one's imagination.
(Business Wire, 2017; Chang 2017).
Increased Calls for Innovation in Education
“I’m calling for investments in educational technology that will help create. . . educational software that’s as compelling as the best video game. I want you guys to be stuck on a video game that’s teaching you something other than just blowing something up.” President Obama, March 2011 speaking about the need for innovation in education at the TechBoston Academy. This led to the creation of the U.S. Department of Education EdSim Challenge. You can learn more about the winner and finalists if you visit the EdSim Challenge link, and we will highlight these use cases on our Games and Entertainment page, which is linked for you to view in the Resources section of this Education section.
(Souza, 2016).
Samsung VR in the Classroom Survey Results Infographic
Activity: Ranking Challenges
Before moving on, please take a few moments rank the following challenges at https://www.menti.com/4qy9uebhvj Results will be shown below.
Timeline of Educational Innovation
(Labster, n.d.)
History of XR in Education
Although Virtual Reality has existed for decades and been researched in academic settings such as Stanford University’s Virtual Human Interaction Lab since 2003, it has only been in recent years that technological advances have made it financially accessible to the broad consumer market. As a result, we are on the cusp of an explosion of new research and applications using VR technology and more widespread adoption.
Educational experiences in XR will continue to become increasingly common throughout 2020 and beyond. The immersive nature of VR means that pupils can engage with learning in fun new ways, and Augmented Reality brings new flexibility to on-the-job training.
Already students can take a trip through time to visit the ancient Romans, or through space to experience conditions on other planets. But as the technology moves away from niche and becomes part of the fabric of everyday education, we’re likely to see growth apart from simply providing experiences into solving problems with current education systems. Distance learners could be taught in VR classrooms, meaning they don’t miss out on the benefits of learning in a collaborative environment, while AR training aids can ensure that access to the information needed to carry out a job is always on hand.
Benefits of Using XR in Education
According to our research, there are vast opportunities and uses for immersive experiences and technologies in Education. As hardware prices continue to drop, more K-12 schools, colleges, and universities may jump on board and find ways to utilize XR in the classroom.
Similar to the benefits of VR-based training applications, the immersive nature of VR allows students to be transported to limitless environments and scenarios in which they can interact and learn through experience. This level of interactivity can help students to:
Be more creative
Be motivated to explore and pursue new academic interests
Understand difficult concepts
Discover empathy for diverse perspectives and experiences
VR can also:
Facilitate learning through its picture-based visualization, as pictures have been shown to help us learn (Blackburn, 2016).
Increase student interest and engagement
Remove language barriers, as software can be translated
(Hicks, 2016.)
Some studies suggest that student outcomes can also be improved with VR. For example, “EdTech reports on a recent study that shows an increase in retention of almost 9 percent for students who learned in an immersive environment such as VR.” (School of Education, American University, 2019).
Creating a VR classroom (as opposed to using VR in a traditional classroom) also offers unique benefits, including:
Students who may otherwise feel isolated during online courses can feel connected.
Students may complete tasks more quickly than with a traditional computer, according to a Penn State study. (Mester, 2015).
Students may remember the content better because they have experienced it directly, according to Edgar Dales’ “Cone of Experience” theory.* (*there is controversy regarding this theory, as explained in this article.)
Students may appreciate the semi-anonymity of their avatar versus in-person class participation (positive aspects of the Proteus Effect.) They may be less afraid of failure when they can’t see the judgements and reactions of classmates. (Gossett, 2020).
The Downside of Using XR in Education
Based on our research, a lack of content and the expense of the technology are the two primary factors that XR has not been more widely adopted in Education. These factors influence one another; user content is developed when a decision is made to invest in a particular topic, and the decision to invest in content requires user demand and investment on the part of users. Content development and use are also moving targets in XR, as the genre develops at such a rapid pace. For example, this article from ResourcEd on using Virtual Reality in lesson includes a list of benefits of using VR in the classroom and examples of how teachers are using VR, but is 3 years old. Similarly, this ISTE article provides a list of AR and VR resources for Education that was updated in 2019, but includes a webinar from 2015 and apps that have since been renamed (e.g.,Boulevard, a top art gallery app, is listed here as Woofbert).
Beyond content, expense and the dynamic nature of XR, here are a few additional challenges and disadvantages associated with bringing XR to Education:
It may decrease the quality of social interactions and lead to a preference for the virtual world rather than the real world
The fixed activity format of the software may not afford flexibility
Technology often glitches and may not be consistently reliable (Hicks, 2016)
Time and skills are required to effectively use and benefit from the technology, and are required from both teachers and students.
The technology may not easily fit with curriculum, resulting in increased effort, and may cost significantly more than the apparent return-on-investment. (Pomerantz, 2019)
Hardware Considerations
Selecting the right hardware to implement XR in your classroom or workplace can be a daunting task, but you have options. If you want to be able to jump in right away without spending a ton of time on researching headsets and all the equipment you need to get started, you can buy a customized kit/bundle. If you're open to self-selecting hardware and sourcing all the components yourself, you may want to go the DIY route.
Customized Kits/Bundles The benefits of buying a customized kit or bundle is that someone else has done the research on all the components needed to provide a classroom VR experience, and you'll be ready to go in no time. Some of these companies incentivize your purchase by providing lesson plans to those who purchase their specific VR kits*. Examples of these options include:
*Please note that kit pricing is not available at these sites.
DIY Method While a number of education apps are available to the full range of VR headsets, some require the enhanced capabilities that are available to higher end options. Other apps are only available for certain headsets, so it is important to understand the app implications of your headset choice. For example, Google Expeditions, a popular app for educators, is not available for use on Oculus devices.
The Virtual Reality Learning Lab in the Netherlands recommends that the following questions be asked when selecting hardware:
Why do you want to use VR? How can it add value for the learning material?
Do you want to make use of existing apps? Which ones? On which app stores can you find this app?
Do you want to create your own VR experiences? What software will you be using for this?
What is your budget? How many systems do you need?
How much interaction is necessary for your applications? (Lange, 2019)
Here is a sample of some of the headsets that are available, and applications that can be enjoyed with them:
Google Cardboard (approximately $40 CDN*) This link provides a list of the 25 best apps in 2020 that can be used on the least expensive VR headset option, the Google Cardboard. Most of the apps are designed to be used with Android phones but are also compatible with iOS. They include moon landings, tours of the solar system, visits to museums, galleries and historical sites and news documentaries for which content is created on a monthly basis.
To purchase the original Google Cardboard headset, you can plan on spending around $45 for a pack of two headsets. As you can see at this list, there are Google Cardboard adaptations for as little as $12 that include a head strap so that users can have a handsfree experience. There are also plastic options that may be more durable and easier to clean.
Oculus Go (approximately $200 CDN*) The All-in-One headset Oculus Go has the most extensive collection of education apps when considering all of the Oculus products. See the experiences available here.
Oculus Rift, Rift S, and Oculus Quest (approximately $550 CDN each*) While the PC-powered Oculus Rift and Rift S have several education apps, the options are reduced for the All-in-One VR headset Oculus Quest. It seems as though the Oculus Rift is no longer available for purchase through Oculus or retailers such as Best Buy, as the Rift S has taken its place. Education-related applications for the Rift, the Rift S and the Quest are significantly fewer and more expensive, ranging from free to $23. See for yourself by searching for “Education” at this link.
While price point is clearly a challenge for widespread adoption of VR in education, the technology is anticipated to continue to fall in price. For example, when the HTC Vive launched in 2016, it was priced at $800. The Vive now costs $500. Further, as noted above, decent headsets such as the Oculus Go are available for $200.
Guides, Headset Comparisons & Further Information
For further information on the strengths and limitations of VR hardware (including budget guidelines based on European pricing), please see this presentation created by the Virtual Reality Learning Lab.
There are numerous buying guides available online, and given the rapid pace of this field, this information is constantly changing. If you’re interested, here is another review that takes readers through inexpensive, mid-range and high-end VR solutions.
Wikipedia also has an up-to-date comparison list for VR headsets.
According to Springboard VR, the following steps are recommended when bringing VR to an educational institution:
Order/Install Hardware
Optimize VR Station Placement
Find Relevant Content
Decide How to Manage Stations
Prepare for Users (Springboard VR, 2019).
Managing VR Stations As items 1 and 3 from the list above are addressed in other areas of this site (see “Hardware Guide” and “Resources”), the following highlights how to effectively place and manage VR stations, and prepare for users.
VR stations should:
Be located in high traffic, centralized areas such as libraries and student centres, as this will help to increase accessibility
Provide station spacing and instructions for other participants in order to ensure a level of privacy; this is important for addressing potential self-consciousness for users
Include a small mirror to allow users to adjust their hair etc. after wearing the headset
Ensure hygiene by cleaning the areas of the headset that come in contact with skin (Springboard VR, 2019).
Tips for Using VR in the Classroom:
The most important tip in terms of using VR in the classroom is to remember that VR should be used to supplement and enhance a lesson, rather than replace traditional lesson material.
(Syandus Blog, 2018).
Other tips include:
Provide sufficient physical space to avoid injury
Limit use to only a few minutes at a time in order to avoid detrimental effects
Build VR into a structured lesson plan to ensure that students stay on task (School of Education, American University, 2019).
If you’re thinking about using VR, here are some best practices that emerged from a 2017 panel on VR in the classroom:
Flip the experience and make it student-centred
Make VR experiences social
Combine physical and virtual objects
Keep iterating as you learn
Use VR to enhance, not replace (OISE, University of Toronto, 2019).
Example Frameworks to Consider
(Calligaro et. al, 2018).
(Puentedura, n.d.)
Content Resources
Educational XR Virtual reality content seems to exist for most academic subjects. Here is a sampling of some of the best XR apps that have been developed for Education:
Various Subjects, from K to Post-Secondary to Career-Specific, using AR and VR with Stylus Pen: ZSpace
Various Subjects: This VR/AR database spreadsheet with more VR/AR resources by subject.
Games and Entertainment: This curated document has reviews of different games and entertainment, by Matthew and Peyton at Foundry 10.
For more information on companies that are working to offer VR solutions in education, read this article from Touchstone Research.
Games and Entertainment We chose not to do a deep dive into Games and Entertainment for use in Education, as our colleagues presented on this topic in their Games-Based Learning OER. We have created a brief page with a small sampling of popular games and entertainment XR experiences with links to our colleagues' OER. Lesson Plans To understand how to use VR to enhance learning material, remember to always start with the desired learning outcomes rather than starting with VR. Once you have clear outcomes, you can explore the lesson planning resources that may be available to you. Here are some examples:
Google Expeditions The link above provides a listing of over 900 experiences that are currently available through Google Expeditions. Here is a downloadable lesson plan template for Google Expeditions.
Nearpod Nearpod offers free and paid lesson materials and VR simulations for K-12. Learn more about the free options that are currently available.
NY Times The link above provides lesson plan ideas for four VR experiences from the NY Times app. The experiences address subject areas including: Space (Pluto and Earth) Marine biology and echolocation Displacement due to war and homelessness
DIY Content Educators may also wish to explore the option of creating their own content (or having students create their own content!) using 360 video. 360 video cameras range in price from $350 to $1000 and footage can be uploaded using an app. Co-Spaces Edu is a popular app used by students and teachers to create VR/AR content.
Customized Kits & Lesson Plans Some companies offer lesson plans to those who purchase their specific VR kits*. Examples of these options include:
*Please note that kit pricing is not available at these sites.
Springboard VR Here is a sample of a “Sample Content Lesson Guide” for Science/Engineering/Physics related topics that Springboard VR suggests is appropriate for Grade 5 and up.
While ClassVR offers a number of 360 images and videos, along with 3D models, the number of lesson plans available are significantly fewer. Here is the current list of lesson plans that are available to educators who opt to purchase the ClassVR kit:
Adams Becker, S., Cummins, M., Davis, A., Freeman, A., Hall Giesinger, C., and Ananthanarayanan, V. (2017). NMC Horizon Report: 2017 Higher Education Edition. Austin, Texas: The New Media Consortium. Retrieved from https://library.educause.edu/resources/2017/2/2017-horizon-report
Caperton, G. and Papert, S. (1999). 'Vision for Education: The Caperton-Papert Platform', Essay for the National Governors' Association Annual Meeting, 1999. Retrieved from: https://one-to-oneinstitute.org/one-to-one-institute/why-one-to-one
Good, R., Mellon, E. K., & Kromhout, R. A. (1978). The work of Jean Piaget. Journal of Chemical Engineering, 55, 688-693.
John-Steiner, V., & Mahn, H. (1996). Sociocultural approaches to learning and development: A Vygotskian framework. Educational Psychologist, 31, 191-206.
Powell, K. C., & Kalina, C. J. (2009). Cognitive and social constructivism: Developing tools for an effective classroom. Education, 130(2), 241-251.
Schrader, D. E. (2015). Constructivism and learning in the age of social media: Changing minds and learning communities. New Directions for Teaching and Learning, 2015(144), 23-35.