google expeditions: virtual reality and the classroom

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Google Expeditions Virtual Reality, education and RUL classrooms Dr Zoetanya Sujon Senior Lecturer and Secondment to Academic Practice @jetsumgerl | sujonz.wordpress.com

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Page 1: Google Expeditions: Virtual Reality and the classroom

Google ExpeditionsVirtual Reality, education and RUL classrooms

Dr Zoetanya SujonSenior Lecturer and Secondment to Academic Practice

@jetsumgerl | sujonz.wordpress.com

Page 2: Google Expeditions: Virtual Reality and the classroom

Overview

•Quick intro to VR

•VR and education

•Key findings

•Conclusions

Page 3: Google Expeditions: Virtual Reality and the classroom

Virtual reality introduction

• $30 billion by 2020

• VR = Immersive experience

• AR = Augmented reality

•MR = Mixed reality

Page 4: Google Expeditions: Virtual Reality and the classroom

VR and education

Page 5: Google Expeditions: Virtual Reality and the classroom

2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 20160

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1000

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1600VR in the news

The Times, The Guardian, Sunday Times, Wall Street Journal (online),

The Independent, using Proquest

VR and news VR and education VR and classroom Google expeditionsin

Page 6: Google Expeditions: Virtual Reality and the classroom

Educational technology market: 2015

• One of the fastest growing sectors

• UK schools spend £900 million a year

• UK education exports industry is worth £17.5bn (£30bn by 2020)

• Global education technology sector spending at $67.8bn

• Global “e-learning” market worth $165bn

EDTECH: LONDON CAPITAL FOR LEARNING TECHNOLOGY (2015), http://www.ednfoundation.org/wp-content/uploads/EdtechUK_LP_report.pdf

“London is a major European edtech hub and is breaking new ground in massive open online courses (MOOCs), corporate and e-learning, augmented reality and digital making”

Page 7: Google Expeditions: Virtual Reality and the classroom

VR and education

• Google Expeditions• Unimersiv• Immersive VR Education• Discovery VR• zSpace• ThingLink, Gamar, Curiscope,

Woofbert, Nearpod, EonReality, Schell Games, World of Comenius, AltSpace, Alchemy VR etc.

Page 8: Google Expeditions: Virtual Reality and the classroom

Google cardboard

• Engineers at the Google Cultural Institute on 20% time

• Open source

• Over 5 million cardboard viewers shipped (2014-2016)

• Over 1000 + VR/AR applications developed

Page 9: Google Expeditions: Virtual Reality and the classroom

“Field trips to virtually anywhere”• Content developed with

leading educational partners

• Toolkit designed for the classroom

• Lesson plans on TES

• Experiential, constructivist, immersive, blended and technology-enhanced learning

Page 10: Google Expeditions: Virtual Reality and the classroom

Key findings

1. Experimental, one-off, emerging technology

2. Exciting technology

3. Students see things differently

4. Implications for education

Observations• 3 student observers• 1 educator

Survey• N = 100 (396)• 25.2% Response rate

Page 11: Google Expeditions: Virtual Reality and the classroom

“The feeling of ‘being’ there”“Seeing the Syrian Refugee Camp as if I was a part of it”“The swimming pool at Chernobyl. Amazing visuals. Disorienting and interesting”“Feeling the space, being inside a never seen before space”“To see different cultures I have never seen before”

“A student led the second expedition which showed that the technology did not need to be teacher led as it contained the relevant information available for anyone. There was genuine wonder and enjoyment at the experience” (survey respondent).

2. Exciting technology: Dynamic users

Page 12: Google Expeditions: Virtual Reality and the classroom

2. Exciting technology: Use

• Some staff were reluctant/resistant to use the leader tablet

• Many complained of eye strain, headaches or nausea

• Difficult for some people who wore glasses

• Technical difficulties

• Issues of disabilities and inclusion ?

• Did you feel there were limitations to GE?

Page 13: Google Expeditions: Virtual Reality and the classroom

3. Students see things differently from staff

Page 14: Google Expeditions: Virtual Reality and the classroom

3. Different groups see different examples of success

Page 15: Google Expeditions: Virtual Reality and the classroom

4. Implications for education

• Clash of old vs new styles• Delivery vs interactivity, performance vs engagement,

structure vs flexibility

• Blended, experiential and immersive learning

• Experimentation and innovation

• Technology is an enhancement, not a replacement

Page 16: Google Expeditions: Virtual Reality and the classroom

“Learn about other cultures.” “Visit faraway lands without leaving the classroom.” “Guided tours of places school buses cannot go.”

“Pictures speak a universal language.” “This is science.” Educational Screen, 1924

Page 17: Google Expeditions: Virtual Reality and the classroom

Conclusions: Amazing potential with limits

Creative consumption Strategic support Joined-up practice

Page 18: Google Expeditions: Virtual Reality and the classroom

Thank-you!

@jetsumgerl | sujonz.wordpress.com | [email protected]