THE DEVELOPMENT OF VR EXPEDITIONS FOR PRIMARY SCHOOL LEARNING
1 Institute of Technology, Tralee (IRELAND)
2 AgriTech Centre of Excellance (IRELAND)
About this paper:
Conference name: 11th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2019
Location: Palma, Spain
Abstract:
This paper will discuss an active project that is centered around the development and implementation of a teaching tool for the Primary Language Curriculum – English and Irish – in Ireland, through an enhanced learning environment utilising Virtual Reality and Augmented Reality (VR/AR) tools. Other subject areas such as History, Geography, Science and the Arts, will also be investigated over the course of the study. Through the use of a VR/AR tool the pupils benefit from rich opportunities in experiential learning which will be inclusive of all learning styles, needs and abilities. This project and the virtual reality experience it provides will engage and motivate all learners and provide them with the opportunity to engage with the wonders of our world without leaving the classroom. The project uses VR enabled low-cost digital devices for the creation of a virtual, highly engaging collective learning environment for each student in a class, that can be controlled by the teacher. The teacher leads the progress of the students through the environment and can control the pace and level of advancement through the environment to suit the learning requirements of the syllabus and student ability. The system is based around the Google Expeditions software, which is available for use by schools, free of charge. The service is implemented by running the software application on low cost mobile devices,housed in a low-cost headset 'holder' that connect to a master tablet via a secure wifi gateway.The teacher then uses the master tablet to broadcast the content to the students to provide a visually creative learning experience using VR.
Google's Tour Creator software also enables teachers and students to create their own VR/AR content. Armed with a 360 degree camera, groups can storyboard and shoot their own VR productions. The potential content is limited only by the imagination and Google allows for collaboration between schools and clubs locally, nationally and internationally. It is also possible to develop AR content using development environments like Unity and this could be seen as a next step once groups have become familiar with VR content creation.
The main advantages of using VR/AR in the classroom are as follows:
(1) Active rather than passive experience,
(2) Immersive experience means no distractions,
(3) Immediate engagement: useful in today’s world of limited attention spans,
(4) Exploration and hands on approach aids with learning and retention,
(5) Helps with understanding complex subjects/theories/concepts and
(6) Suited to all types of learning styles, e.g. visual.Keywords:
Virtual Reality, Immersive Education Technology.