What are the most effective ways to use AR and VR in education?
Augmented reality (AR) and virtual reality (VR) are immersive technologies that can enhance learning experiences in various domains. AR overlays digital information on the physical environment, while VR creates a fully simulated environment that users can interact with. Both AR and VR can offer benefits such as increased engagement, motivation, collaboration, and creativity for learners. However, they also pose some challenges, such as technical issues, cost, accessibility, and ethical concerns. In this article, we will explore some of the most effective ways to use AR and VR in education, as well as some of the solutions to overcome the barriers.
AR and VR can be used for various educational purposes, such as providing realistic simulations of scenarios that are difficult, dangerous, or expensive to replicate in real life, enabling learners to explore and manipulate 3D models of objects, concepts, or phenomena that are otherwise abstract or complex, supporting experiential learning and inquiry-based learning, facilitating collaborative learning and social interaction, and enhancing learner autonomy and personalization. For example, learners can use AR and VR to simulate medical procedures, natural disasters, or historical events; explore anatomy, geometry, or astronomy; actively engage in problem-solving, discovery, and experimentation in authentic contexts; communicate and cooperate with peers or mentors in shared virtual spaces; and choose their own pace, path, and preferences in their learning journey.
To ensure that AR and VR are effective and meaningful for learning, educators and developers must adhere to certain design principles. This includes aligning learning objectives, outcomes, and assessments with the affordances and limitations of the chosen technology, as well as providing clear instructions, guidance, and feedback to support learners' navigation, interaction, and comprehension in the virtual environment. Additionally, it is important to balance the cognitive load and the sensory immersion so that learners are not overwhelmed or distracted by the technology or the content. Furthermore, elements of gamification, storytelling, and emotion should be incorporated to increase learners' motivation, engagement, and retention. Lastly, it is essential to design for accessibility, diversity, and inclusion so that learners of different abilities, backgrounds, and preferences can access and benefit from the technology.
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The primary thing that matters here is "what's the learning outcome - what will the learner 'know' or 'understand' or 'have improved at' once they take the headset off?". If you can't directly answer that question then you're not ready to build the educational content yet - you have no way of measuring success (and "students say WOW" is not a valid measure on its own - unless your Learning Outcome was "make students enjoy technology" or similar, which is a very low-hanging fruit). "Learners motivation and engagement" is a waste of time in designing VR experiences - it's necessary in general teaching, but if the experience is good VR then you'll get those for free. Focus instead on the learning outcome.
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Drawing on my experience as a former hardware product manager, the design principles for VR and AR in education must prioritize ergonomic design and user research. Ergonomic design ensures that headsets and controllers are comfortable for prolonged use, which is crucial in educational settings where students may be engaged in learning activities for extended periods. User research is equally important; by understanding the needs and behaviors of students and educators, we can tailor the VR and AR experiences to support different learning styles and objectives.
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The design principles for AR and VR educational programming should prioritize student engagement, knowledge retention, and assessment tracking. With VR experiences extending beyond the classroom, digital coaches assist in managing teacher workload without sacrificing insights into student learning progress. The purpose of integrating VR in the classroom is to compliment human instruction and enable the practical application of skills in real-world contexts, rather than solely replacing traditional teaching methods.
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I think if we teach the next generation of students how to build AR/VR solutions, they’ll create use cases we wouldn’t even think of. There’s nothing more powerful than a curious mind. Show them the capabilities of AR/VR and let’s let them teach us the use cases.
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I believe a pretty concise reply from @Adam Martin above is good enough. My 2-bits on the design principles will primarily focus on Realism againstt Abstraction - the idea should be to create a balance between realistic representations & necessary abstractions in order to optimize learning outcomes. Often, a simplified or augmented version of reality can enhance comprehension. That's just like giving a relevant real life example to explain a complex issue in a real environment. The other aspect is Feedback & Assessment to ensure each is aligned with the expected outcomes & provide clear measurement of success or failure.
Despite the potential of AR and VR for education, there are also some challenges that need to be addressed, such as technical issues like hardware requirements and data security, cost issues like the initial investment and maintenance of the devices, accessibility issues like the availability and affordability of the technology, and ethical issues like user privacy and safety. To address these challenges, we can leverage existing platforms and tools that are compatible with AR and VR, seek funding or sponsorship opportunities from various sources, provide training and support for learners and educators on using AR and VR, and develop ethical guidelines for responsible use. When used effectively, AR and VR can create immersive, interactive, and personalized learning environments that can enhance learning outcomes and enjoyment.
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Existing design paradigms need to be reviewed by educators for VR and AR applications. Traditional control schemes and UX has to be re-considered when the experience is meant to be spatial and have depth. Creating opportunities earlier in the classroom for students to try headsets can also help inspire them to create their own applications and experiences.
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There are multiple headset companies (not the big names) specialising in education who provide low-cost headsets (even sub-$100) making it possible to kit-out a full classroom with 1 per student. However in practice it's often more effective to have students work in small teams e.g. 2-3 people, allowing them to take on different roles and practice sharing and documenting and assessing each others' activities.
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As VR gains traction in education, budget constraints and misconceptions about its role pose challenges. Perkins V funding for Career & Technical Education offers a solution by providing additional financial resources. There's a fear that virtual experiences may substitute human interaction and hands-on learning. The key lies in integrating VR to compliment traditional methods rather than supplanting them. VR may facilitate skill acquisition and muscle memory, yet mastery is demonstrated through real-world application. It's important to ensure that skills learned in virtual environments seamlessly transfer to real-life situations for effective learning assessment and validation.
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It would be great to see user created VR videos of demonstrate solutions of technical problems. If this problem solving exercise is successful gamified I believe student learning would be tremendous.
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New UI elements for educators must be developed to monitor the students to understand their actions and attention immersively. Distraction is very common in virtual environments. Hence, thought leaders should consider keeping the immersive sessions short enough for students to focus before getting distracted by the hardware and typical software distractions. UI should support requests for help from the educator and immersive networked interactions to help students talk to an educator to better grasp the learning.
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