Developing curriculum for 360° VR

This update is from Pembroke School in Adelaide. Ella Camporeale, Assistant Head of Design and Technology and teacher on the VR study, explains how she has developed a unit of work which integrates student 360° VR content creation for her Year 9 Digital Design class:

Ella pic blurred background“I have developed a Semester-long course for my Year 9 Digital Design class using VR as a form of new media for students to demonstrate knowledge about sustainability and to educate others in the school community about this. The learning outcomes from the Australian Curriculum are aligned with the Technologies Learning Area, Year 9 and 10 band. Specifically, the outcomes relate to developing mastery of digital technology, design thinking and digital solutions.

I am dividing the units of work into three topics. We are looking at sustainability more broadly, data on sustainability in the Middle School and the VR project which will allow students to work in groups to create a virtual reality environment on a topic related to sustainability. The data on sustainability we collect will be integrated into the VR component.

 We have been looking at the strengths, weaknesses, and opportunities of sustainable practice in the Middle School. This is all leading into the pitch the students will be giving for their VR project. We will narrow this down so groups of students work on a specific topic on sustainability in which they will develop their VR environment. Topics will be green space, water, waste, recycling, energy and materials. We hope to amalgamate the VR scenes each group creates to make a single educational resource on sustainability at school. 

Students will undertake a brainstorming activity on how they would like their VR project to look. It may be that they produce a story and develop a more gamified interface with characters designed as markers in the VR scene, it may be an education tool, or produced as a systems pitch. After brainstorming, students will start data collection, setting up interviews and surveys for key school stakeholders. This will allow them to gather and visualise data which will eventually be integrated into their VR project. Finally, students will storyboard and plan the VR component of the project, using a similar process as would be undertaken if using other digital media such as video or animation.

Processes of reflection and iteration will be important as students’ progress through each unit in the project, both in groups and individually.”

Stay tuned for more updates from Pembroke School on their VR journey in 2022.

SEDA College VR project launch

SEDA College in Adelaide launched its VR project on 16 March 2022. SEDA is a senior school with a focus on academics and sport with practical connections to industry. Classrooms are located in local sport, recreation, and community facilities and industry settings. It has a ‘one teacher, one classroom’ model that allows teachers to take on a mentoring approach to education.

SEDA’s VR project is part of an integrated (project-based) unit of work that addresses the driving question: How can 360° virtual reality be used to enhance stakeholder experience in sport? The project launch day was attended by representatives from Football South Australia, and saw students and teachers undertake individual and collaborative learning activities that were sequenced to develop initial knowledge and confidence.

Adrian launch day croppedAdrian Stenta (left), teacher and co-researcher on the VR project, developed a sequence of activities for the launch. The activities were designed to get students thinking about the learning objectives, using the technology for audience engagement, and familiarising themselves with the VRTY platform through guided play. 

Adrian reflected on what it was like for a teacher who had never used VR before to take part in the research and what he hoped he and his students would get out of it:

 

We will keep you updated on Adrian and the student’s VR learning journey. Look out for more updates throughout 2022.

Happy 5th birthday to the VR School Study

In late August 2021, the VR School study celebrated 5 years of ground-breaking research. Associate Professor Erica Southgate highlights three key findings from research so far:

Research papers and teaching resources are available on the VR School website under the Resources tab and there is a book for those who are interested:

State of eXtended Reality (XR) and Learning Report

The inaugural Immersive Learning Research Network ‘State of XR & Immersive Learning Outlook Report’ has recently been released. eXtended Reality (XR) is an umbrella term for virtual, augmented and mixed reality technologies and immersive learning is a concept used to cover education via these technologies. Associate Professor Erica Southgate, Lead Researcher on the VR School Study, was one of a hundred international experts consulted as part of the report. She is quoted several times on the pedagogical and ethical implications of using VR in schools. This free report is a must read for educators everywhere and can be downloaded here – https://immersivelrn.org/stateofxr_2021/

Researching VR for education

This post provides a snapshot of some of the ways the VR School Study researches the use of VR in schools, with the framework also applicable to other formal educational contexts. VR School is an ongoing multi-site study that employs a mixed-methodology (qualitative and quantitative) approach to research. The study is premised on a multi-perspectival conceptual of education with and in VR. The diagram below outlines some of the key areas that are explored in the research.

Each of these areas prompts a range of questions about virtual reality for education. The table below highlights some of these questions with associated methods for collecting data that might shed light on them.

AREARESEARCHQUESTIONSMETHOD
PedagogyHow can teachers leverage the signature pedagogies of their subject areas/disciplines to ensure deeper learning through VR for their students?
How can teachers leverage the learning affordances of VR for deeper learning?
What are the pedagogical principles or assumptions the are evident in VR applications?
Classroom observation
Teacher reflection
Surveys
CurriculumHow can VR be woven into a unit of work which includes the normal range of conventional learning activities in a curriculum-aligned way?
Can curriculum objectives be adapted to take advantage of the learning affordances of VR?
Classroom observation
Teacher written and verbal reflection
Document (curriculum) analysis
AssessmentHow can VR be used to develop novel, engaging and authentic types of formative and summative assessment?
How can student peer and self-assessment be built into VR projects?
How can VR be used to develop novel, engaging and authentic types of formative and summative assessment?
What are strengths and limitations of conventional assessment types in understanding learning?
Teacher and student written and verbal reflection
Document (curriculum) analysis
Achievement analysis
Student work sample analysis
Student learningHow can students use VR to demonstrate content mastery, collaboration and communication skills, new conceptual understandings, problem-solving skills, metacognition and an academic mindset?
What is the student experience of learning through and in VR?
How can students move beyond the novel effect of new technology to develop deeper learning?
Surveys
Student work sample analysis
Student and teacher written and verbal reflection
Achievement analysis
Student talk and behavioural analysis
Observation
Teacher professional learningWhat is the teacher experience of learning to use an emerging technology in the classroom?
What types of formal professional learning, expert and peer support do teachers require?
How do teachers learn from each other and students during VR projects?
Teacher written and verbal reflection
Observation
Survey
Ethics and safetyWhat are the ethical, legal, safety and child development issues related to using VR in classrooms?Document analysis
Observation and testing
Surveys and experiments (cross-sectional and longitudinal)
Organisational arrangements and cultureWhat are the technical, practical and organisational enablers and barriers to embedding VR in classrooms in a curriculum-aligned way?
What conditions are required for pedagogical risk taking using an emerging technology?
How does the culture of the school support or impede innovation?
Teacher and student written and verbal reflection
Observation
Survey
Document analysis

While these are only some of the questions and approaches to data collection that the VR School study is exploring across primary and secondary schools and in different subject areas, it is worth noting that there is a commitment to participatory research: That is research with teachers and students, not on them. Elevating the knowledges of teachers and students will be key to understanding where VR fits best in education and in scaling up immersive learning in schools.

Cover image from Pexel.

Weaving VR through the science curriculum

In schools, it is vital to align the use of technology to the curriculum. We believe it is important to weave VR through student learning in carefully planned and scaffolded ways. This approach makes VR a powerful learning tool rather than a toy. 

In the VR School Research Study, teachers designed a unit of work on body systems related to the NSW Science (biology) syllabus. Within the unit of work, students continued to experience tradition lab-based science learning and explicit teaching. The teachers developed a formative VR assessment task (described below) that carefully scaffolded independent group learning through collaborative research and creativity.

Students had to carefully organise their group effort as they had limited time to complete the task in VR. The unit of work was conducted over about a 6-week period with around 9 of the 22 in-class learning hours designated for VR (we also experienced technical problems which cut into the VR time and some of this time was spent familiarising students with highly immersive experiences and the equipment). We had limited hardware (3 x networked Oculus Rifts with Alienware laptops on each campus) and did not schedule VR time during the last lesson of the day in case a student became cybersick and would be unable to travel home. At most, 4 groups of 3 students could cycle through VR during each 1 hour lesson.

This meant that students had to be very organised with their research and plan and  construct their prototype models outside of VR so that they could import, collectively evaluate and rework the model during their scheduled VR time. This entailed self-regulated learning.

Here is a video example of an internal tour of a human heart – researched, prototyped and annotated in Minecraft by three Year 9 girls. The detailed annotations and fun facts, correct internal structure with an accurate flow of ‘blood’ through the organ, made it an impressive example of deep learning using VR technology. It was an amazing tour experience, even if it was a bit claustrophobic at first! At the end of the video you can see the heart’s external scale as one of the girl’s avatars flies around it.

The formative assessment task given to students is outlined, in full, below:

Overview of the Living World VR task  

In groups of three students, create a diorama (3D representation) using Minecraft of some part (organ or organ system) of the human body that is responsible for sensing and responding to the environment (internal or external).

This will represent a substantial body of work that thoroughly demonstrates your group’s understanding of the structure and function of the selected organ or organ system. It should aim to both inform and engage other Year 9 students and your teacher.

The final audience will be another group of students, and will be experienced in VR (virtual reality) – Oculus Rift. The look and feel of the presentation will be very different when experienced in VR, compared to playing on a console, tablet or PC/laptop. Groups will be required to do some planning and evaluation of their own diorama in VR before the final audience experiences it, so that it is optimised for VR viewing (immerses the audience).

A 3-minute commentated video will also be created by each group.

Instructions

  1. Form groups of three. Allocate roles for each of the group members. Responsibilities may include research, server hosting, building, annotating (placing signs on parts, labelling structures or functions), team leading, VR video commentating, artistic directing and redstone circuit designing. NOTE: Each team member may have multiple responsibilities and could also share responsibilities.
  2. Choose an organ system (e.g. nervous system, endocrine system) or a smaller part of an organ system (such as an organ or group of organs and tissues).
  3. Research the subject of your group’s diorama thoroughly. Decide which aspects of the research will be included in your diorama.
  4. Create a Minecraft world that will be the server for your group’s project. This should be done in Minecraft Windows 10 Edition or Minecraft Pocket Edition (These are the only versions that will be able to network with the version used by Oculus Rift). Ensure that the version used by your group is the same as the version used by Oculus Rift for VR. Other group members join the world in Multiplayer mode.
  5. Build a diorama. Ensure all structures are labelled and all functions explained (signs would be useful for this purpose). Consider presentation concepts such as linear (visitors must follow a path) and freeform (visitors can go anywhere, maybe even fly). Be innovative and creative. Create new or unexpected features.
  6. VR testing. Each group will have 4 VR sessions, lasting about 15 minutes each:

Session 1 – Become familiar with Minecraft in Oculus Rift. No building. Learn to use the touch controls and get around. Learn how to build.

Session 2 – Test diorama in VR. Evaluate whether it is fit for the intended audience. Decide what will be edited before the next VR session.

Session 3 – Record 3-minute commentated video of diorama. Press ‘Windows Button’ + ‘G’ in game to start recording.

Session 4 – Observe another group’s diorama. Provide warm/cool feedback.

The joy of high school science through virtual reality

The VR School Study has been a two year journey in school-university collaboration. Throughout this time there have been many moments of frustration but also of an excitement that can only be sparked by collective intellectual endeavour. Among students there has also been frustration when the technology fails but these times are in contrast to what can only be be described as moments of pure learning joy.

Sadly, joy is not something that is spoken about enough in relation to schooling, and especially in regard to high school science classes. The joy of discovery is, of course, a central feature of the discipline of science, especially after the trials and tribulations of long periods of hard thought and experimentation. This quote from a lecture published in the journal Science back in 1936 captures the delight of scientific inquiry:

“While it is true that scientific men (sic) must make an impersonal study of the laws of Nature, there is ample evidence from historical records of the joy they have felt on achieving their goal. Newton, it was said, was so agitated when his work on the law of gravitation approached completion that he had to beg a friend to complete his calculation. …Harvey (the first to describe how the heart pumps blood around the body) said that ‘the pains of discovery are amply compensated by the joys of discovery.’ …The joy of the creative intellect, whether in art, literature or science, is one of the most exalted human emotions.”

How often do students experience the joy of scientific inquiry in high school science classrooms? This is a question worth asking because learning through discovery should be serious fun. How have technologies, across the ages, been instrumental in producing feelings of curiosity, wonder, excitement and that ‘exalted’ human emotion, joy? These emotions are intrinsic to the ‘creative intellect’ and they lay at the very heart of ideas in broader educational discourses about student engagement, school climate and motivation for learning.

During the VR School Study there have been moments of pure joy. As part of a unit of work in science, Year 9 students (14-15 years old) were asked to research an organ of the body, model and label it in desktop PC Minecraft Win 10 or Pocket Edition on mobile devices, and then import it into Win 10 Minecraft VR run on networked Oculus Rifts. There, they continued collaboratively building and refining the model in preparation for presenting what they had learnt about that body part to an audience.

Some examples of the pure joy of learning stand out. For instance, the first time a group of girls imported the levitating eyeball they had built in desktop computer Minecraft into Minecraft VR, there were squeals of excitement, raucous laughter, and a rapid flow of ideas about how to refine the model. They flew under and around the eyeball which was as large as a house and then into its interior via the eye’s lens. When they met inside the eye, and started lighting it up with torches, the amazement of the experience was palpable. A screenshot of the eyeball is below and the scale of it is discernible by the box on the ground which represents 1m x 1m. The square gap on the top of the eyeball was  used by the girls who would fly high and then dive into it.

floating eye from above2

A group of boys had built an eyeball with an optical nerve attached to it which the player could run through until they reached the internal part of the eye. They then began to make a rollercoaster for others to tour the eye with plans for it to extend through the optical nerve. The sheer fun of running up and through a nerve while discussing the function of it was wonderful to observe.

One group of girls had built an artery and they had labelled the various layers of the artery wall after researching the correct biological terms. As they refined their model in VR, the girls excitedly discussed how they would take peers on a tour of it, travelling through the artery ‘like a platelet in the bloodstream.’ Below is a screenshot of a side view of the artery with a pig in front of it and below this is a screenshot of a cross-sectional view of the artery with the key identifying its part.

Artery from side

Artery with legend

A group of boys took great care in building a spinal column with nerve endings, spinal fluid (or spinal juice as one fellow called it) attached to a detailed brain in cross-section. In VR, the structure was as high as a skyscraper and flying up and around it as they commentated on what work was still required was an astounding experience. They had provided, at ground level, an informative key to parts of the model. To hear students talk authoritatively and with great energy about how they went about selecting materials to try to accurately reflect the biological components of the spine, nerves and brain, while simultaneously working to improve the representation, provided a glimpse into the power of virtual reality for learning. Below is a screenshot looking up at the spinal cord with nerves and the brain; the floating white cubes are lanterns to illuminate it at night, although one boy did remark they might be thought of as electrical impulses emitting from the brain.  The feature image for this blog post is a screenshot looking down at the brain at night.

Brain looking up

While the study is not all smooth sailing, with the technological hitches demotivating some students, it has yielded insights into how collaborative inquiry using immersive VR can promote deep, authentic learning. The discovery component is twofold. Firstly there is a visceral discovery in how much more wondrous 3D models and cross-sections can look and feel in a truly immersive environment; the uniquely embodied and affective qualities of an experience that it is all around you compared with looking at or generating something on a computer screen. Secondly, there is discovery in researching and applying what is often fairly dry theoretical scientific knowledge in a process of collective creative intellect stemming from collaborative experimentation with the learning affordances of VR such as manipulation of size or unique navigation techniques (flying or diving).

The study provides a tantalizing glimpse into the (near) future of immersive education.

 

Keeping it real – A/Prof Erica Southgate (who is still recovering from flying around that skyscraper of a brain!)

 

Immersive VR: A literature review and infographic for teachers

I was recently commissioned to write a literature review on immersive virtual reality for teachers by the New South Wales Department of Education. The Department kindly distilled the literature review into an infographic to guide teacher practice

The report is: ‘Immersive virtual reality, children and school education: A literature review for teachers.’

I welcome dialogue on the literature review from teachers, researchers and developers – A/Prof Erica Southgate

Top 5 VR School moments (so far)

As educators it’s always good to reflect on our top learning experiences, and so here are my top 5 VR School moments to date.

1. When the tech works it’s magic

It’s no easy feat getting the tech to work for this project. It includes networking the Oculus Rifts so that students can collaborate in Minecraft VR and deploying Window 10 version of Minecraft to desktop and laptop computers or Pocket Edition Minecraft to tablets and  diverse BYOD mobile devices. The school system has a block on game stores and a work-around was needed. And, then there is the issue of glitches like inexplicable loss of tracking, program crashes or the need to reset Guardian systems that have shifted within the tight space of the VR room.  Every time we get through lesson without too many glitches we breathe a sigh of relief.

2. Students are smiling, laughing, dancing and swimming with dolphins in VR

Watching the joy of students in immersive virtual reality is worth the gargantuan effort to address the technical issues. Students in immersive VR are animated as they explore, create, work together and sensation seek (by flying over landscapes or swimming with dolphins). There is spontaneous dancing and singing too. Watching students have  serious fun in the science classroom is just brilliant.

3. Students recognise if they are distracted and refocus back on the learning task

Students remark that all the cool things to do in immersive VR can distract them from getting on with the learning task; however, most do direct themselves and each other back to learning and actively negotiate roles and actions to achieve their goal. Understanding this dynamic is important for future educational applications of the technology.

4. Students collaborate to create new ways to demonstrate their understanding of the topic

Students generally like the challenge of interpreting the learning task to demonstrate their understanding of the topic in new and creative ways; in this case the task is building biological models and delivering unique and fun presentation modes such as tour experiences.  It isn’t possible to predict how students will creatively use the affordances of immersive VR (like manipulation of scale or embodied spatial navigation), but the end results are often positively surprising (like taking the teacher on a flying tour of an enormous plant cross-section or building a hollow root system that can be traversed by other learners).

5. Some girls start asking questions about technology careers

An unexpected consequence of putting the technology into classrooms is that it has prompted girls express interest in the uses and future of the technology and possible careers in the area. Using immersive technologies for learning may spark career conversations about tech jobs with girls and other groups who are under-represented in the industry. This is worth thinking about.

Over and out for now (I am off to swim with those virtual dolphins) – A/Prof Erica Southgate

Feature image: Screenshot of the dolphins in Minecraft.

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