Augmented/Virtual Reality

Virtual Reality, or VR, uses computer technology, head and body tracking and computer and/or an input device (such as a VR headset) to create a simulated environment which can be explored in 360 degrees. VR places the user inside a virtual environment to give an immersive experience.

Within the classroom, VR is emerging as an innovative tool, engaging multiple learner styles and enabling students to more deeply explore, experience and ‘feel’ the content or topic. While there exists great potential integrating VR into university classrooms, instructors must be mindful that the focus remains connected to the student learning experience and broader learning goals of the course.

Augmented reality, or AR overlays the user’s visible work with some form of digital content. The user usually views AR through a smartphone or tablet.

Watch a 4-minute video from Educause which explores the benefits of Virtual Reality in a variety of learning settings.

References:

Craig, E., & Georgieva, M. (8 August, 2016). 3 ways virtual reality can enhance learning [Video]. YouTube. https://er.educause.edu/multimedia/2016/8/video-3-ways-virtual-reality-can-enhance-learning

Harrison, L., & Michaud, D. (28 Feb. 2020). Virtual and Augmented Reality for Learning Part 1 of 3: Terminology and Technology [Video]. Centre for Teaching Support & Innovation. https://youtu.be/1CDxbtf6q8M

Harrison, L., & Michaud, D. (28 Feb. 2020). Virtual and Augmented Reality for Learning Part 2 of 3: Pedagogy [Video]. Centre for Teaching Support & Innovation. https://youtu.be/d3QQ6yNJ56I

Harrison, L., & Michaud, D. (28 Feb. 2020). Virtual and Augmented Reality for Learning Part 3 of 3: Examples and Methods [Video]. Centre for Teaching Support & Innovation. https://youtu.be/vHS5EFpvrW8

Ren, L.Y., & Adamczyk, A. (2 Dec. 2019). Virtual Reality in the Classroom [LibGuide]. University of Toronto, Ontario Institute for Studies in Education. https://guides.library.utoronto.ca/c.php?g=607624&p=4214613