I recently did a podcast with VR enthusiast and educator Craig Frehlich on why we need to do more research WITH teachers, and not on them, to really understand the enablers and barriers to integrating a wide range of powerful, curriculum-aligned VR learning opportunities into classrooms:
This of course extends to providing genuine opportunities within research projects for students to provide their perspectives on the use of the technology for learning and to showcase their virtual creations to authentic audiences (more on this in a future blog post).
During 2022, the VR School Study will be reporting on research conducted in collaboration with the Association of Independent Schools of South Australia (AISSA) and their member schools — SEDA College, Pembroke School and Trinity College — located in Adelaide. The research is also a partnership with 360° VR company VRTY. The research will focus on students as VR content creators in junior secondary school STEM with occasional forays into primary (elementary) school. We will be exploring pedagogical approaches to leveraging VR in STEM classrooms for Deeper Learning and creativity, sharing curriculum ideas, and showcasing the 360° VR content students create for authentic audiences with their unique perspectives on learning through the technology. We will report on progress through numbered project updates from each school which will use the same cover image so that they will be easily identifiable as part of set. Look out for these as well as other posts that will pull together findings across schools. Let the VR School Study in 2022 begin!
The collaboration involves teachers from Seda College, Trinity College, and Pembroke School as co-researchers (see the Team page of this website for bios on these innovative educators). Each school will conduct a bespoke study over time based on the same research questions. This will build a cumulative evidence base on curriculum design and pedagogical choices for powerful learning through 360° VR across STEM-related subjects.
The beauty of the VRTY platform is that students do not need coding skills to create VR environments. This makes it accessible for all students to tell their learning story in VR sophisticated ways, and importantly, share this with others. With the buzz about a metaverse on the horizon, it will be important to empower students to actively engage as content creators of new digital content instead of them being situated as passive consumers. The use of an accessible type of VR for content creation in this project opens up the possibility for all students to have a stake in what is to come.
The VR School Study is unique in its approach to investigating — in all its practical, technical and pedagogical complexity — how VR can be embedded into real school classrooms to value-add to learning, with the project producing useful resources for teachers as well as scholarly insights. The research collaboration with VRTY, AISSA and the three school communities promises credible findings for scaling up the technology. As usual, we will be reporting on our progress as the research unfolds, so stay tuned.
This post bought to you by A/Prof Erica Southgate, Research Lead, the VR School Study.