Against reductionism: VR for education

I recently received an intriguing inquiry asking if there was a standard for measuring the effective use of VR in education? What a thought-provoking question (and I thank my colleague for this because it really got me thinking). It got me thinking that now is the time to disrupt some common assumptions about VR (and XR – eXtended Reality) technology for learning so that we can genuinely work out how to best to use the tech in schools and other formal educational settings.

Reductivist assumptions – reducing the complexity of learning and of learning with VR – are sometimes evident in the field of VR for education. These assumptions will prevent us from understanding the many and varied issues related to designing educational VR applications and implementing these at scale in classrooms, virtual and real. Reductionist assumptions restrict our critical engagement and our ability to imagine possibilities for VR in classrooms. Reductionism is a hasty and lazy intellectual and practical position that seeks to simplify the multi-dimensionality of phenomena (things in the world such as this thing we call ‘learning’). While reductionist accounts of using VR for education can offer comforting and easily digestible ‘answers’ to difficult or intransigent issues, this approach will, overall, act as a roadblock for educators navigating towards use of the technology to realise its creative, cognitive, moral and social potential for humans.

Here are a five reductivist assumptions that need challenging:

Reductivist assumption 1: Learning is recalling facts and figures and VR should facilitate this.

Let’s not reduce the difficult and joyous processes of learning to just recalling facts and figures for a quiz. Sure, declarative knowledge acquisition (recalling facts, figures, data, information – the core stuff of content knowledge) is important. This is why remembering (or recall as educators say) is a foundational cognitive process of Blooms Revised Taxonomy (Figure 1) [1, 2].

Figure 1: Blooms Revised Taxonomy [1]

Blooms

Researchers often focus on the question of whether exposure to a VR experience can increase recall of declarative knowledge (facts and figures) especially compared to having the same content delivered via a different type of media or through a traditional instructional approach. This type of research is important as it provides a measure of content knowledge acquisition (usually in the short term, unless the researcher re-tests participants to see whether the knowledge has been retained). From a research perspective it is reasonably easy to give a pre and post quiz on facts and figures and compare the results (and perhaps even give learners other surveys that measure factors that might mediate declarative knowledge acquisition such as an individual’s self-efficacy, spatial awareness, motivation etc.).

However, we would be doing ourselves a disservice as educators and researchers if the only type of learning we cared about was recall of declarative knowledge. As Bloom’s Revised Taxonomy points out, we want to know if student understand the implications of what they can remember, can apply it to similar or novel situations (transfer), deploy that knowledge as part of critical analysis and evaluation, and use it as part of a process that creates completely novel perspectives and products.

We require more research on designing and using VR, and other XR tech such as augmented reality, to support learning that includes but moves well beyond the bottom layers of Bloom’s taxonomy. In practice this means examining VR products for their ‘baked in’ or implicit assumptions about what learning is – if applications only promote recall of declarative knowledge with some limited understanding, then that is fine, as long as we recognise this as only one (vital but limited) facet of learning.

We might also ask ourselves why we should make an investment in VR hardware and software if declarative knowledge recall is the only learning outcome from an app especially if this can be achieved through other more ubiquitous, cheaper technology and/or traditional classroom pedagogical practice?

Reductivist assumption 2: We just need a killer VR educational app and the pedagogical use case will follow.

Some technologists like to talk about killer apps (the one app to rule them all) and how it will create the ultimate “use case” (meaning the best way to pedagogically use VR even though they don’t use the word pedagogy). There are also educators who like to flip this and say, ‘pedagogy before technology’. Both positions are naive simplifications.

I’ve said it before, and I will continue saying it – Pedagogically, VR is not one thing.

As represented in Figure 3, we can think of VR as a new form of media that can empower learners through consumption of immersive experiences and some apps allow learners to create their own virtual objects and worlds to demonstrate learning. There are also VR apps that simulate total learning environments such as laboratories or clinical settings.

Figure 3. Conceptions of immersive VR for learning [3]

Conceptions of VR diagram Feature Image

VR applications can offer diverse types of learning experiences Consider the varying degree of active learning that students can have in different virtual environments (Table 1).

Table 1. Typology of VR environments by student learning interaction and autonomy [3].

Typology

We have a long way to go to theorise and explore the many different pedagogical uses for VR and which of these are most suitable for classrooms across age levels, subject areas, and for different types of learning objectives. I hope that there will be a smarm of killer apps that can create a buzz in the classroom and that these reflect beautiful, pedagogical diversity.

Equally, we need to be much more critical in interrogating the pedagogical assumptions that underpin conceptions of instruction and learning in VR apps. It’s no use saying ‘pedagogy before technology’ when VR applications (and other forms of Edtech) already have pedagogical assumptions baked in.

Reductivist assumption 3: VR is the curriculum

VR apps will never be the curriculum – they can never replace the complex and diverse ways that teachers interpret, enact and truly differentiate curriculum in their classrooms. Thinking that a killer VR app will arrive that will replace a teacher’s skillful mediation of curriculum to student diversity is a furphy. What teachers need are VR apps, with real classroom case studies attached to them, that can help them imagine possibilities and enhancements as they plan and implement their interpretation of curriculum for their students. We need to explore how teachers design curriculum that weaves VR apps through it to enhance specific types of learning.

The metaphor needs to be weaving into curriculum not replacing it.

Reductivist assumption 4: We need a standard way to assess learning with VR

Assessing learning with VR will be as varied as its pedagogical uses and the learning objectives that flow from these. Learning is not one thing. Blooms Revised Taxonomy provides a window into the multidimensional cognitive aspects of learning and being clear about the learning objectives when selecting applications is vital. As teachers ask yourself these questions:

Are we using a VR application to assist with declarative knowledge acquisition? Or, to allow learners to develop procedural knowledge and skills they can practice in a VR simulation? Do we want applications that provide opportunities for transfer of existing knowledge? Or select VR environments that can, in-situ, foster ‘soft skills’ such as communication, collaboration, and time-management? Does a VR app assist with developing affective or moral learning related to empathy or examining belief systems, for example? Are we looking to provide opportunities for learning that involve verbal and non-verbal communication with others for (inter)cultural understanding and exchange? Or, to provide a virtual forum that gives students an opportunity to meet experts who can share their wisdom in dialogue and action?  Do we want to use VR applications that can fire up the imagination to promote creativity and the exchange of creative processes and products? Or select VR environments that give students access to unique artistic, intellectual, cultural or sporting events?

Just as VR is pedagogically not one thing, its potential nexus with the varied types of learning and learning objectives creates a rich educational tapestry. For each of the types of learning listed above, the teacher would identify or develop assessment criteria with metrics and non-quantifiable means of determining if learning objective/s had been met, and the role of VR in this.

While commercial VR is a young technology in formal educational contexts such as schools, we have reached a point where we need to complicate our conception about learning with the tech including our approach to assessment, not simply it.

Reductivist assumption 5: Hardware choices are technical choices

Hardware choices are difficult. In schools we are talking about investment of precious resources with an evolving yet not established evidence base on pedagogical models and efficacy for learning with VR. Hardware choices are not however only technical choices. The hardware, platform and software that teachers choose will have ethical implications for their schools and classrooms.

This is a space filled with tensions and unknowns when legally and ethically it should be clear to educators, students and their families exactly what data is being collected, harvested in real-time and shared/sold-on by tech companies whose VR hardware, software and integrated platforms are being used in classrooms. Artificial intelligence can automatically harvest vast amounts of highly identifiable biometric data (information about individual bodies such as gaze patterns and pupil dilation, movement, proximity to virtual objects, voice etc). Is this data being collected, for what purposes and with what consent? Camera built into VR headsets can capture the real environment that students are in – what implications does this have for privacy?

Manufacturers of hardware usually put an age limit in their online safety advice, and it would be wise for teachers to check this too before procurement. Educators should also be aware that social VR, while opening the world up to learners also has child protection issues.

Many countries have weak regulation regarding data harvesting and the selling-on of such sensitive data including biometrics, which is usually gathered without us knowing. It is up to teachers to think ahead on these types of ethical issues and make fully informed, justifiable procurement decisions. I know this is a difficult job and puts educators in a quandary, but technical choices in this field are also ethical choices.

FYI – The Voices of VR podcast frequently covers privacy in XR – https://voicesofvr.com/

This post is bought to you by A/Prof Erica Southgate.

References

[1] Vanderbilt University (n.d). Blooms Taxonomy Diagram. Retrieved https://cft.vanderbilt.edu/guides-sub-pages/blooms-taxonomy/

[2] Krathwohl, D. R. (2002). A revision of Bloom’s taxonomy: An overview. Theory into practice41(4), 212-218.

[3] Southgate, E. (2020). Virtual reality in curriculum and pedagogy: Evidence from secondary classrooms. Routledge.

Cover photo by Rodion Kutsaiev: https://www.pexels.com/photo/white-and-brown-round-frame-7911758/

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.

NEW book from the VR School Study

Out of three years of co-research with teachers comes the first book (of many I hope) from the VR School Study. The book, Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (2020 Routledge) provides a brand new pedagogical framework with scaffolds for educators on how to use the technology for deeper learning. Case studies from Callaghan College and Dungog High School are included with a focus on metacognition, collaboration and creativity.

Blog SS

An educator’s advice on what to look for in a 360° platform

360° content creation platforms are gaining popularity in schools as a way for students to create their own virtual environments and narratives (linear and branching) to demonstrate mastery of learning objectives.

Professionally, I think that students should be creating and sharing this content and not teachers (we should be worrying less about whether students can make a ‘perfect’ product and more concerned about the many technical, thinking and social skills they are learning as the create and share virtual environments, especially if they do this collaboratively.

360° content creation is certainly developmentally appropriate for primary school children and can be great fun for primary and secondary school students. Students can import scenes and annotate them or, better still, create their own 360° photo or video scenes to use as the basis for learning task. Here are some of things I look for as an educator in a 360° platform:

  1. Intuitive no-code mainly ‘drag and drop’ or easy content creation tools with good tutorial and online/real-time support.
  2. The ability to put in your own 360° video or photo foundation environments which can house media-rich content that students can create (video, photo, text, animation/gif) and that can link though hot spots or portals to create linear or branching way (joining environments with different media).
  3. Options for sharing and publishing 360 creations from private class to public viewing.
  4. Clear intellectual property and privacy policies including consideration of biometric* data harvesting – demonstrated knowledge of privacy legislation is required.
  5. Accessible analytics which make sense for learning at content creation and viewing/interaction phases.
  6. Preferably linked or supported by a teacher professional learning community who can share creations, pedagogical experiences and curriculum material.
  7. Easy to manage school and student account arrangements.
  8. Simple to understand advice on and ways to manage network compatibility and bandwidth implications for your school (and if it is a streaming platform, if your school network can accommodate this).

*Biometrics can be defined as the automated recognition and collection of measurable data on biological and behavioural characteristics of individuals. Behavioural data includes vocal patterns, eye tracking/gaze attention, gait tracking or typing recognition.  For more information on biometrics and other legal and ethical issues related to VR and AR technologies see this report for educators.

– This post bought to you by A/Prof Erica Southgate.

Feature image: Screenshot from https://www.360cities.net/search/@tags-aerial

New report & infographics on immersive learning

A/Prof Erica Southgate was commissioned by the Australian Government to produce research on emerging technologies for schools including current state-of-evidence, and pedagogical, practical and ethical advice. The project produced the Artificial Intelligence and Emerging Technologies  (virtual, augmented and mixed reality) in Schools Research Report, a short read version of the report written for teachers and infographic posters for students. You can find these here:

Full report – Artificial Intelligence and Emerging Technologies in Schools Research Report 

Short Read on Virtual Reality and Augmented Reality in Schools

VR and AR infographics for students

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

An update from the VR School Study

As we move into Phase 2 of the VR School Study, the team thought that we would give you a quick video update on what we have learnt so far and what we hope to achieve over the next few months. Here is Associate Professor Erica Southgate with the low down!

And how cool is the featured picture (top). It is a student work sample from Phase 1 of the study. On the left is a bluebell that the student created in Minecraft VR and on the right is how he labelled the cross-section of the flower by drawing on his research on the different parts and functions of a plant.  He took Erica on an amazing guided tour of his creation where they both flew around the flower (like bees) while he explained the meaning of the labelled cross-section to her. It was a thoroughly researched scientific experience and great fun to boot!

A new research article from the VR School Study

This is the second article we have published from phase 1 of the VR School Study. This article reviews the literature on immersive virtual reality and children, and examines ethics and safety, technical issues, and the role of play when learning in highly immersive virtual reality.  It is co-authored with teachers from Callaghan College, Newcastle, Australia.

To cite this article in APA:

Southgate, E., Buchanan, R., Cividino, C., Saxby, S., Eather, G., Smith, S.P., Bergin, C., Kilham., Summerville, D. & Scevak, J. (2018). What teachers should know about highly immersive virtual reality: Insights from the VR School Study. Scan37(4). Retrieved https://education.nsw.gov.au/teaching-and-learning/professional-learning/scan/past-issues/vol-37/research-highly-immersive-virtual-reality

Implementing immersive VR safely in classrooms: A paper from the VR School Study

This paper reflects on the ethical and safety implications of implementing highly immersive virtual reality in junior high school classrooms from data collected during phase 1 of the VR School Study.

It should be referenced (APA 6th):

Southgate, E., Smith, S.P., Eather, G., Saxby, S., Cividino, C., Bergin, C., … Scevak, J. (2018). Ethical conduct and student safety in immersive virtual reality: Protocols and resources from the VR School Research Project.  IEEE VR Third Workshop on K-12+ Embodied Learning through Virtual & Augmented Reality (KELVAR) which is a part of the IEEE VR Conference, Reutlingen, Germany, 18-22 March, 2018 (pre-publication version).

Students speak out about using immersive VR for learning

What do high school students say about using immersive virtual reality (VR) for learning? Student reflections from the VR School Project provide unique insights into the educational potential and problems of using immersive VR in real classrooms.

‘VR is really cool because different types of learners are able to effectively absorb the information they need to be taught. It’s also fun, and has a reputation for being fun.’

Fifty four students aged 13-15 years participated in phase 1 of the research. As the quote above indicates, the majority students were excited to be given the opportunity to use Minecraft with the Oculus Rift to do their science or ICT lessons. Some talked about the experience as being ‘FUN, FUN, FUN’, saying they ‘would recommend it to anyone.’

Other students thought that immersive VR had the potential to transform learning in the classroom:

‘I personally think learning with Virtual Reality will change students perspective of learning in a majorly good way as it gives the student a whole new way to learn and interact with the stuff they are learning.’

Some were more equivocal, observing that ‘Although it (VR) removes distractions, it also adds them’ and it ‘was easier to get distracted by VR (version of Minecraft) than computer (version)’. The distraction factor may be a result of the novelty of the experience, however it is worth investigating further how the intensity of the experience — the sense of presence and freedom of agency (autonomy of navigation, manipulation and creativity) which Minecraft VR allows — may interfere with on-task behaviour.

A few students also mentioned cybersickness as a ‘negative’:

‘Our virtual reality tasks are entertaining and more engaging than any other normal science class, although while engaging in this task I have motion sickness which causes me to finish earlier than I normally would. There aren’t really any downsides apart from motion sickness.’

The student perspective from Phase 1 of the VR School project has yielded several ‘leads’ to be explored during phase 2 of the study which will be conducted in the first half of 2018. Harnessing student enthusiasm for immersive VR for increased on-task learning is vital if the technology is to enhance education.

Furthermore, as part of the project we screened for potential susceptibility to cybersickness and educated students about the condition, actively checking on their well-being while they were in VR. Students themselves exhibited good awareness of cybersickness and appeared to monitor how they were feeling during the VR experience, with most opting to get out at the first signs of discomfort. While there were a very few cases of cybersickness witnessed by the team, we will more closely examine the phenomenon from the student perspective during phase 2 of the project.

 

Associate Professor Erica Southgate on behalf of the awesomeness which is VR School team.

 

Photo: m.i.m.i ‘Shout!’ https://flic.kr/p/aCcip5

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