Virtual Reality and Augmented Reality...in Learning?

Virtual Reality and Augmented Reality...in Learning?

The wave of virtual reality (VR) and augmented reality (AR) is slowly beginning to swell. Major players throughout the computing industry are lining up to gain market share for their VR/AR hardware. First out of the gate is hardware targeted to the gamer. The gamer will use it to play games in an immersive environment where the action is so close she can almost reach out and touch it.

We can assume that gamers will take to VR once it becomes widespread and affordable, but what can we in the field of education do with this? Can we use this new technology to learn? If so, how?

Here are three thoughts related to VR/AR and its use in education:

  1. Capitalize on the strengths of VR/AR; this is a "show it" medium. Unlike video and flat graphics, this medium is in three dimensions. So how can we use it for learning? Consider this: Imagine you need to put together a 20-piece bike that you just bought for your son or daughter (some of you have probably done this--I know I have). You pull out the instruction manual (not written very clearly, with crummy graphics). You find yourself knee deep in parts, and spend the next five hours putting it together only to find the wheels won't turn. Ugg! Now contrast this with putting the bike together while using AR. First, you go to the manufacturer's website and click on the "Assemble with AR" link (the augmented manual shows up in your goggles). Here you see a finished bike (you can virtually "walk" around it and see every little part). Each part is clearly labeled. You can rotate the part. You can even measure the virtual part against the real part. You now know what pieces you have and each step of the process is clearly shown to you via a small animation you can select using the swipe of your hand. "This is going to be easy!" Twenty minutes later you have put together the bike. Everything is matching up and looks correct. Wow! The wheels spin and you only had to assemble this once!
  2. Pick appropriate topics to train. Not everything is a good candidate for training using VR/AR (e.g., a virtual slide presentation deck isn't the best use of the medium). Use VR/AR for what "show it" mediums are good for. Examples include: Safety training where peoples lives could be in danger and where a simulation would help with understanding key concepts and practice (e.g., learning to shoot a tank in a mock battle); training where people need to see detailed drawings, images, and animations in order to complete a task (e.g., assembling complex parts, performing complex procedures, or troubleshooting a fault or error); training situations where a person could not physically go to the place to learn the concept or practice (e.g., learning in advance how to use a subway ticket dispenser before going to that city).
  3. Know the difference between instructional "medium" and instructional "method." My mentor used to repeat the mantra, "Instructional methods teach, not mediums!" Instructional methods are techniques used to help a student learn (e.g., classroom lecture, simulation, demonstration, practice and feedback, role play, and so forth). In contrast, instructional media is the media type that can be used to deliver the instructional methods (e.g., text, graphics, audio, video, 3d images/animations/simulations, and so forth). Once we know a medium's strength, we can ask the following questions: "Can this media be used for the instructional method chosen?" and, "Can this media be used cost effectively?" As educators, it will be important to ask these types of questions before we choose VR/AR as the delivery platform for a given training intervention. 

It's just a matter of time before VR/AR gear becomes affordable, and I am excited about the possibilities it might bring for learning. What do you think? Do you think VR/AR will be useful for educators?

Interesting. I never thought about this topic. In addition the cost coming down, the ubiquity of such devices will dictate when it becomes commonplace. Gamers lead, trainees lag?

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Excellent article Mark!! Spot on, and perfect for those high risk skills that you only get one shot at doing! ie: surgery, capping oil well fire, navigating freighter through high traffic, military training.... the list goes on! Love VR\AR!!!

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Excellent article, Mark. It makes you think if there will be learning orgs that will just latch on to VR as the "next big thing." Lord knows, we've seen the folly of that approach in our careers!

Great piece Mark. In my mind though I think VR has a long way to go beyond just the price of the gear coming down. I'm just imagining a room full of learners with clunky VR headsets on, and it makes me smile yet cringe at the same time. Just the thought of wearing those things for even ten minutes! I think the next stage HAS to be bringing the size and wearability of the device down to a more acceptable and manageable size for wearing. Whatever happened to Google Glass anyway? ;+}

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