Nate
Inquiry Proposal:
For my inquiry project, I want to explore the idea of utilizing virtual reality headsets in the library learning commons to increase students learning and provide more tools for teaching and using core competencies. Multiple studies and sites have listed the benefits that virtual reality or augmented reality has on learning, and I believe that if we can get ideally a class set of mixed reality headsets, we could provide them to classes to sign out like the laptops or ipads. In my vision, the classes could sign out the headsets, then come to the learning commons to use them, where we would have a dedicated virtual reality space with all the headsets running off of dedicated pcs. These vr stations would have education apps and programs like the ones listed below, that educators could use to teach their classes. These apps could range from exploratory apps such as google expeditions where classes could go on virtual field trips to locations and times that they couldn't in the real world, to apps for 3d modeling, learning about the human body, art, and so much more. The augmented reality option of these headsets would allow users to place virtual images and objects atop of the actual world. This tool could be used in areas like the auto shop if the student wanted to have an overlay of engine schematics as they worked on the engine. Below, i’ve listed different mixed reality headsets and their pros for what would benefit the learning environment the most. Below, i’ve included links to my other article on benefits of mixed reality as well as some of my references.
Mixed Reality Headset Research:
Best headset for mixed reality and education uses: Samsung HMD Odyssey
Pros:
good for people with glasses or adjusting to different face sizes
Works with steam vr and most vr applications
Partnered with microsoft so wouldnt educational discount
Another top contender: Oculus Rift S:
Pros: Higher quality than other mixed reality headsets
More comfortable
Built in headphones
More support from oculus
Access to both steam vr, and the oculus store
Better controller and headset tracking
Programs research:
Educational programs:
Google Expeditions:
Is designed for classroom and classroom learning, provides teachers with tools and resources to take students on virtual feild trips, free lesson plans to download, and training applications to train teachers on how to use the software and how to teach lessons.
Nearpod: free and paid traditional lesson plans
https://theblog.adobe.com/virtual-reality-will-change-learn-teach/
How does this impact literacy and learning?
As stated in the article and various studies performed on this, mixed reality or virtual reality can have a major impact on students' learning abilities and their ability to retain said knowledge.
https://www.cnn.com/2018/11/01/health/virtual-reality-education/index.html
https://docs.google.com/document/d/1Utbn0akcghybpXo-NtvvJWl3o6rTjD48gouulUYPPL0/edit
good detailed, very creative. How much money would be needed to pull this off?