VR: From Consumption to Creation
Our teachers recently spent an afternoon exploring the many technology resources that we currently have for teaching coding. As they played and explored on the courtyard on an unseasonably warm autumn afternoon, there was a buzz of excitement around the VR goggles.
VR, or virtual reality, is technology designed to generate a 3D environment that the user can interact with in a real or physical way. It is one of the hot new #CoolTech tools that is quickly moving into education. And as these digital tools develop, they provide exciting opportunities for us to move from consumption of digital media to creation of previously inconceivable experiences.
In fact, our own middle school students are using their recess time to build their own VR environments! After exploring some VR apps at the tinker table in the Adams Lab this Fall, a group of 6th grade girls jumped at the opportunity to build their own VR experiences.
They are using CoSpaces.io/edu and 360 camera apps to build their own VR environments. When they put a phone into the VR goggles, they can move through and explore the spaces and games that they have built.
If you are interested in exploring more about VR, check out some of these apps and resources:
- cospaces.io/edu – build your own VR environment
- #ARVRinEDU – follow this hashtag on Twitter to hear how educators are using VR & AR in their classrooms; there is a Twitter chat for this hashtag on Wednesdays at 9pm
- Discovery VR app – the Discovery Channel’s app that is full of VR experiences – including Mrs. Webster’s favorite, the haunted house!
- Anatomyou VR app – explore the circulatory and respiratory systems in 3D
- EON Reality apps – EON Reality has developed a number of apps to transport you through space and time, from scuba diving to King Tut to the Penn State stadium
How can we integrate VR into our classrooms to augment our teaching and meet our learning goals?
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