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.

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Q & A on teaching drama through VR

In our previous post we introduced a project at Dungog High School where they are using the 3D drawing program Tilt Brush in drama class. In this post, Head Teacher Louise Rowley responds to 4 key questions on her learning journey and how to use VR in drama in a curriculum-aligned way.

What is the VR project about?

The Year 11 students were creating a Director’s Folio for a contemporary Australian play called Ruby Moon. They traditionally have to create a director’s vision and explore this in their set box and costume designs. [Syllabus outcome P1.4: understands, manages and manipulates theatrical elements and elements of production, using them perceptively and creatively.] For this project, we included the VR and the program Tilt Brush for them to explore and create an audience experience of their Director’s vision. This really led to more engagement with the atmosphere and audience experience. [Drama Stage 6 Syllabus outcome P2.1: understands the dynamics of actor-audience relationship.]

They were working in groups to create their designs and needed to understand, manage and manipulate theatrical elements and elements of production. They were charged with the task of using them perceptively and creatively and this was taken to a new level of creativity in the VR space. We had been inspired by the National Theatre in the UK who created an immersive experience for their audience based on their director’s vision. This takes the audience to a completely new place and extended the idea of theatre as an immersive art form. [Syllabus outcome P1.4: understands, manages and manipulates theatrical elements and elements of production, using them perceptively and creatively.] The process of taking their Director’s vision into the VR space allowed them to think more about the audience’s experience and really immerse themselves in the director’s role. It allowed them to demonstrate their directorial vision in the immersive virtual world as well as in the physical world. [Syllabus outcomes P2.2: understands the contributions to a production of the playwright, director, dramaturg, designers, front-of-house staff, technical staff and producers; P2.3: demonstrates directorial and acting skills to communicate meaning through dramatic action.]

The project also aligns with key competencies in Drama with students collecting, analysing, organising information, and communicating ideas and information in new and creative ways their Director’s folio and in the VR space. Students were also planning and organising activities and working with others and in teams. The level of collaboration, which developed throughout the project, was a key achievement. Students were discussing ideas like Directors and helping each other to master the new software. They had no experience with the technology before they started and were able to unleash their creativity and I saw students who were less confident really growing in their confidence and ability to take a role in the group.

Using the VR deeply engaged the students in their learning. The project involved enquiry, research, analysis, experimentation and reflection contributing to the development of the key competency solving problems. Students had the opportunity to develop the key competency using technology in the study of new approaches to Drama and Theatre and dramatic forms. VR is a completely new technology and we are already exploring more ideas on how to link more programs together within the Tilt Brush software.

Why use this technology?

In the design process there is a lot of experimentation and collaboration required. Tilt brush has endless features that allow this to occur. Sketches could be saved, videoed, gifs made and photographed, and this process of documenting their ideas helped the students reflect on their ideas more. The quality of their ideas developed further. The Tilt Brush program was an endless space, which incorporated many amazing creative features. Designs could be instantly erased and then re-created quickly. It was not messy and did not waste materials. It had many resources that we do not usually have in the Drama room. Endless colours and brushes, backgrounds, models to be imported and guides to draw around. Sketches could be made smaller or bigger in an instant. It allowed all students to be equal. Once in the technology they were able to each contribute in a very really and tangible way to the group idea. It also allowed our rural students to have access to quality programs, which can sometimes not be available to them because of location.

Student 2

What is the biggest learning curve?

We had to learn how to use the technology and how to program the classwork to make sure other tasks were being completed at the same time. This was fairly painless and the students were great. As the teacher, I had to take a risk with new technology and not be frightened of not knowing absolutely everything about the software. After a while, the students were teaching each other and me.

What advice would you give to teachers?

Just do it! It isn’t scary and you don’t have to know everything. I have given advice to others in my school about trying new technology. There is so much to learn is can be quite overwhelming but is can be a lot of fun. I am now helping other teachers try a few new technologies. So the effect has been good.


Feature Image: Head Teacher Louise Rowley experimenting in Tilt Brush

Picture in text: Students discussing virtual set design features.

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.


  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.

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