Professional Documents
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Team Members: Tewanna Brown, Cheri McCoy, Tammy Gibson, Jeannie Nora
Definitions: Virtual Reality is the environment or world that the user experiences when
using the interactive technology setup (Virtual Reality System) that immerses its user into a
Characteristics
Purpose: It is difficult to gain hands-on experience and practice when learners are
limited to videos and/or textbook examples. The purpose of virtual reality in
training our military personnel and first responders is for learners to be able to
safely encounter real-life scenarios and practice safety techniques and strategies for
diffusing specific problems. “Over the past decade, VR-based training in disaster
preparedness has been increasingly recognized as an important and novel
alternative to traditional modalities of real-life drills and table-top exercises” (Hsu et
al., 2013). It is also cost effective to train learners via VR.
Content Areas: The content areas include Public Safety; Police Training; Military
Training (army, navy, and air force).
Learners: High school students who are completing the Public Safety pathway
(CTE); post-secondary students who are in the police academy or military training.
Application (How): Virtual Reality is currently used in all branches of the military.
“Simulation of reality is essential for the militaries for a simple reason that there
cannot be ‘on job training’ as far as warfare is concerned.” (Lele, 2011). In the Air
Force, complicated skills are taught in a controlled environment. For example, one
area in which the military is using virtual reality is flight simulators. Flight
simulators are used to train military personnel in the act of flying an aircraft,
handling an emergency situation in the air, and properly communicating what is
going on to the appropriate ground control personnel. According to Hsu et al.
(2013), “[f]rom an environment perspective, VR-based applications using programs
such as Second Life® or Open Simulator® not only have the ability to incorporate
life-like scenarios with avatars, but also allow reaction to user input and provide
instant feedback.” Flight simulation software is set up to mimic a real life aircraft.
The learner is able to move, turn and twist the joy stick to simulate flying while the
software mimics the movements and gives the learner feedback. The learner will
then adjust his or her movements based upon the feedback. The simulator has
screens that display different virtual landscapes such as a war zone. The learner will
have to take the appropriate actions in varying landscapes.
Flight simulators are less expensive than a real aircraft and they are safer while
learners are in training. “From a cost perspective, VR-based disaster training has
significant advantages” (Hsu et al., 2013). The more time in which learners practice
using virtual reality mechanisms, the better the outcome. According to Hsu et
al.(2013), “[t]his increased practice realism enables responders to gauge their
individual and/or team’s ability to execute tasks and decision-making under more
closely representative conditions.” The synchronous, real-time feedback is crucial
when training because adjustments can be made immediately.
Sources (Citations):
Hsu, E.B., Li, Y., Bayram, J.D., Levinson, D., Yang, S., Monahan, C. (2013, April 24).
State of Virtual Reality Based Disaster Preparedness and Response Training.
Retrieved from http://currents.plos.org/disasters/article/state-of-virtual-
reality-vr-based-disaster-preparedness-and-response-training/ PLOS
Currents Disasters. Edition 1. doi: 0.1371/currents.dis.1ea2b2e71237d5337fa
53982a38b2aff.
Lele, A. (2011). Virtual Reality and its military utility. Journal of Ambient Intelligence
and Humanized Computing. Retrieved from https://www.researchgate.net/
publication/251188523_Virtual_reality_and_its_military_utility. DOI:10.1007/
s12652-011-0052-4.
Links:
https://www.cbsnews.com/news/virtual-reality-law-enforcement-training/
https://www.vrs.org.uk/virtual-reality-military/
Purpose: Students with disabilities are often denied opportunities offered to other
students. It can be difficult for teachers to explain or teach abstract concepts to
students with intellectual disabilities. “Virtual environments help these individuals,
for example, to develop spatial knowledge [19], learn logical-mathematical concepts
[17], do daily activities, such as supermarket-shopping/school activities [26,28], and
improve their route learning ability [8]” (Malaquias).
Content Areas: Virtual Reality can be used to help students learn “logical-
mathematical concepts, learn about leisure activities, [and] train against
unintentional injuries, among other applications” (Malaquias)
Application (How): Depending on the lesson being taught, students can participate
in either immersive or non-immersive virtual environments. Immersive methods
use other tools, such as gloves or headsets, to help the students interact with their
environment. This instance of virtual reality gives students with disabilities more
control over their education as well as provides them with a safe environment to
learn.
For example, Virtual Reality Education for Assisted Living project (VREAL) was
created to help students with hearing impairments to learn “basic life skills, and
apply basic academic skills (math and reading), as they explored a virtual
community. This virtual environment provided real-life opportunities to interact
with characters, to utilize an on-screen sign language interpreter, and to build
confidence in social situations” (Jeffs). It can provide environment training for
students with autism and other students with sensory sensitivities (Jeffs).
Sources (Citations):
Malaquias, F. & Malaquias, R. (2016) The role of virtual reality in the learning
process of individuals with intellectual disabilities. Technology and Disability. P. 133-
138.
Jeffs, T. L. (2009). Virtual Reality and Special Needs. Themes In Science And
Technology Education, 2(1-2), 253-268.
Links:
Content Areas: The content areas include medical training and presentation of
medical information
Sources (Citations):
Westwood, J. D. (2011). Medicine Meets Virtual Reality : Nextmed. Amsterdam: IOS
Press.
Links:
Case 4: Virtual Reality in Crime Scene Investigation
Sources (Citations): Cardwell, A., Murray, J., Croxton, R., & Nurse, B. (n.d.). THE
USE OF VIRTUAL REALITY IN EDUCATION AND LEARNING: A CASE STUDY FOR
TEACHING CRIME SCENE INVESTIGATION. Retrieved February 13, 2018, from
https://library.iated.org/view/CARDWELL2017USE
Links: https://library.iated.org/view/CARDWELL2017USE
Context: K- 12
Application (How): Immersive virtual reality can transport classes into what they
are learning by experiencing situations first hand. VR’s biggest strengths is its
ability to capture student emotions, notably empathy and the can-do confidence
known as self-efficacy. An affordable software called, One World, Many Stories, used
in conjunction with VR goggles allows students to find themselves on a field in South
Sudan amongst refugees fleeing from civil war when they hear the deafening roar of
cargo planes dropping large bags of grain all around them. Teachers are amazed at
how immersed the students allowing them to experience scenarios through the eyes
of others.
Each VR trip (as they are called by the manufacturer) is accompanied with multiple
pencil-paper activities as well as group projects.
Links: https://gng.org/what-we-do/impact/
There are countless ways in which Virtual Reality (VR) can be integrated into a
learner-centered environment. The case studies above show that different types of
learners including military, medical, P-12, and individuals with learning disabilities,
benefit from the hands-on approach of VR and the replication of real-world scenarios.
Learners are unrestrained in their acquisition of knowledge and able to explore (within a
contained and safe environment) and make mistakes without costly ramifications.
additional realistic audio-visual stimuli, such as video clips depicting a mock event in
progress or news reports that convey further information from the disaster” (Hsu et al.,
2013). In order for VR virtual reality to be successful, it must include components (the
senses) that make the simulated event as similar to the real event as possible so that
learners will be psychologically in tune with the event. “Unforeseen psychological effects
practiced skills” (Hsu et al., 2013). Virtual simulations allow learners to become familiar
with their environment and prepared for the stresses of the real event (noises, visual
cues, etc.).
With any new technology, there is a learning curve and a period of trial and error.
According to Hsu et al. (2013), “[g]iven the novelty of VR-based training and exercise
applications, preliminary training is also required so users can effectively use new
systems, since lack of familiarity with VR-based applications can initially challenge users.”
From a programming point of view, the development of specific software has to keep pace
with the demands of virtual reality in different fields. For example, when manufacturers
quickly roll out prototypes of virtual reality hardware and software, end users may
encounter glitches within the programs. Another foreseeable drawback is that while
digital learners are initially excited about the new tools or gadgets, when the novelty of it
In comparing the case studies involving the military, medical profession, and
crime-scene investigators, they all have a common theme: using virtual reality as a
training and collaborative tool to mitigate errors when the un-staged, “real-life” events
occur. In other words, virtual reality allows learners to practice within their field and
make mistakes that would otherwise be costly and in some cases, potentially deadly.
Military can simulate warfare, doctors are able to perform virtual surgeries and
collaborate with other experts in their field, and crime scene investigators can scour a
crime scene without ever leaving their homes. Similarly, P-12 learners and those with
disabilities are provided a safe environment in which they can discover new things and
Although there has been extensive research on virtual reality and its ability to
imitate different scenarios and provide a safe environment for learning, we have merely
scratched the surface of the realm of virtual reality and the creation of virtual worlds.
Additional training and research are needed to ensure virtual reality is utilized to its full
capacity. As programmers refine their software by adding realistic smell, taste and touch
along with the visual cues and sounds, learners will immerse themselves in a different
The link
between
Virtual
Reality (VR)
and Learner
Centered
Instruction
(LCI) is
strong.
· Personalized Learning
· Personalize support/scaffolding
· Collaboration
Today’s teachers are teaching a generation of digital natives. Today’s students are not
aware of life without technology. As a result of this shift in our society, the educational
community must respond and change to meet the needs of these digital natives. According to
Reynard (2017), “In today's world, socio-political systems, cyber systems and environmental
systems are changing so quickly, students must become knowledge builders and the
constructors of real and relevant solutions at a rapid pace.” VR is an excellent tool to help
students become knowledge builders and constructors of solutions. There are numerous way in
which
VR can
be used
to
facilitate
Learner
Centered
Instructio
n.
Personali
zed Learning – Students can use VR to submerge themselves into a field trip in a social studies
These activities and tasks can be chosen by the teacher to be personally meaningful and
challenging to each student. VR allows for “Diversity in topics—students should recognize
what they’re seeing in VR to establish a comfort level, but also they should experience new
“In the common didactic educational mode students expect the teacher to tell them what to do,
how and when to do it, and when to stop doing it – an approach that is open to the criticism that
student rather than cultivating critical, creative and original thinking skills in the learner”
(Perera & Allison, 2015, p. 282). VR is an avenue for students to assert some ownership over
their instruction. Students are in control of their actions and can respond to the environment
with decisions and thought processes that are not necessarily teacher directed. According to
Yun-Jo An, “Virtual worlds hold significant potential to foster constructivist learning or
learner-centered instruction (LCI). In virtual worlds, students take ownership of and control
over their actions and interactions with the environment. They initiate and direct their own
learning. Also, they can experience or do things that are not otherwise possible in the real world
because of time and space constraints, potential risks, or cost” (Page 801).
Collaboration - As Reynard puts it, “It is important to realize that VR technology is not
only an individual experience, but groups can experience the same reality — virtually and
simultaneously. For example, I could be in a different physical location but access the same VR
experience as others in my class or study group. This allows for group interaction and
collaboration on projects and responses” (Reynard, 2017). Students can virtually visit the same
location or experience the same scenario and collect data. Different perspectives and data can
then be shared between peers to enhance the learning experience for students. This sharing of
information is not teacher centered or teacher directed necessarily, and opens up collaborative
learning.
VR opens up many avenues for authentic learning in way that traditional classroom teaching
cannot. Students can put on a VR headset and are transported to another location where
surroundings can be utilized for students. Students may interact with content, feel empathy for
different people or cultures or perspectives, and visualize abstract concepts. “Activities such as
role play, simulations, and case studies need to occur in authentic learning environments to
preserve a link with reality, as this supports information recall. Virtual worlds are well suited to
providing simulated learning by modelling a process or interaction that closely resembles real-
world situations in terms of fidelity and outcomes” (Reiners, Gregory, & Knox, 2016).
VR can be used in the assessment of student learning. A student can join a teacher in a
virtual world and describe characteristics of objects or people they encounter. In another
application, a student can use skills learned to code a piece of a virtual world. VR gives
variety of assessment items. Instead of using a single grade as the sole evaluation tool, faculty
should use evaluations to enhance students’ potential to promote learning and to give them
opportunities to develop self- and peer-assessment skills. Evaluations and assessment should be
less stressful and motivate students to reinforce their knowledge” (Schiller, 2009).
There are concerns that are to be addressed when using Virtual Reality in the classroom.
One of the first concerns to be addressed is cost. There are options for less expensive headsets
on the market today as well as more expensive options. Once a physical headset is decided on,
a teacher should begin to investigate the variety of software available. In a learner centered
classroom, teachers would ideally look at the individual preferences of students when choosing
the VR setting for a lesson. There are spreadsheets and indexes that allow a teacher to choose
an expedition that fits well with the curriculum in the classroom. It is crucial to explore on
your own the VR world before introducing it to students. It is also important to remember that
VR producers stress taking frequent breaks when using VR. There are age restrictions and the
possibility of side effects such as eye strain, nausea, discomfort, or disorientation. Working
with the technology person in a school is imperative to the success of VR in the classroom.
Issues such as Wi-Fi, bandwidth, and firewalls can cause a well-planned VR lesson to perform
poorly. Well before the day of the planned VR lesson, the teacher should test and troubleshoot
all aspects of the technology and lesson. This will help to avoid last minute unknown errors
and help the lesson to run more smoothly. After the lesson, an evaluation of the process should
be performed with a focus on the areas that went well as well as areas that could use
improvement.
4. References
Dalgarno, & S. Gregory, Learning in Virtual Worlds. Edmonton: AU Press.
CampusTechnology.com: https://campustechnology.com
Faultline. “Nokia Plans Comeback on Back of Virtual Reality.” The Register, Situation.
https://www.theregister.co.uk/2017/04/24/nokia_plans_comeback_virtual_reality/
Gadelha, R. (n.d.). 6 Considerations for Adapting Virtual Reality in Education. Retrieved from
Teachthought: https://www.teachthought.com
Hsu, E.B., Li, Y., Bayram, J.D., Levinson, D., Yang, S., Monahan, C. (2013, April 24). State
38b2aff.
Lele, A. (2011). Virtual Reality and its military utility. Journal of Ambient Intelligence
publication/251188523_Virtual_reality_and_its_military_utility. DOI:10.1007/
s12652-011-0052-4.
Perera, I., & Allison, C. (2015). Self-Regulated Learning in Virtual Worlds - An Exploratory
Reiners, T., Gregory, S., & Knox, V. (2016). 8 Virtual Bots. In M. J. Lee, B. Tynan, B.