The latest research shows that Virtual Reality and Augmented Reality expand opportunities in online courses. Students report improved learning, and they have fun. Read below to see how these new realities benefit teaching and learning. As you explore, keep in mind that VR and AR are an evolving technology that is rapidly improving and changing. Important terms to keep in mind:
- Virtual Reality (VR): places the viewer inside a completely created world. A simple VR experience may only place the viewer inside a constructed space to observe. More advanced VR content allows the viewer to interact with and change their environment.
- Augmented Reality (AR): shows the viewer an added layer of information over the real world. The viewer uses an in-between device, like a cell phone, to overlay material on the environment around them.
- To learn more, visit Media Commons full explanation of immersive experience terms.
These resources were reviewed and compiled by the VR AR Research Group, part of the Faculty Engagement Subcommittee of the Penn State Online Coordinating Council. If you have resources to add, please reach out to Elizabeth Park.
Create Opportunities
Through VR you can create opportunities for your students to have new experiences - like traveling through the blood stream into a cell. You can also replicate in-person experiences, such as presenting a TED talk or gathering students from multiple campuses.
New Opportunities
- Immerse students in case-studies of least developed parts of the world (research)
- Experience real-life conditions without risking accidental harm (research)
- Manipulate 3D structures to practice spatial visualization and innovation without safety risks (research)
Replicate in-person experiences
Improve Student Experience
Many studies have shown that VR can improve the student experience by increasing motivation, engagement, presence, and enjoyment.
Motivate Student Learning
- Education-related VR is linked with greater student motivations for learning (research)
- Student’s were “intrinsically motivated, working to solve problems, tasks, and challenges” (research)
- Gamified elements elicited students’ interest, motivation and autonomy towards critical engagement (research)
- Students enjoy the experience, describing it as "interesting, amazing, and fun" (research)
Increase Student Learning
Meaningful learning increases, particularly in college students, through VR (research).
Improved Learning
- Social VR environments “provide authentic, realistic, cognitively challenging experiences in engaging, motivating environments for open-ended social, collaborative interactions and for intentional, purposeful, self-directed learning" (research)
- Game-based VR has proven valuable in teaching psychomotor skills and enhancing the visual clinical environments (research)
- Students self-reported many learning gains including “the excitement of using a new technology, enhanced content understanding, and increased engagement in the tutorial” (research)
Self-Paced Learning
Follow Best Practices
To include VR in your course, plan carefully. We recommended contacting your local instructional designer and Media Commons as soon as you begin to explore VR. The following best practices are also recommended.
Connect with Instructional Design and Information Technology
- Carefully plan VR integration with the university’s information technology office to maximize utilization and engagement with VR technology (research)
- Give students access to support personnel for onboarding and experimenting (research)
Review Immersive Experiences
- Explore VR or AR applications that are relevant to your course. To evaluate their potential educational impact, follow a rubric that measures clarity of learning goals or if the content is enhanced by immersive VR (research).
- Consider funding for the application. Is it a one time fee? Or a subscription based fee that depends on number of users? View available resources in the Media Commons Experience Catalog.
Prepare Students
- Prepare students to use VR headsets. The way faculty explain VR significantly impacts students learning experience (research)
- Instructions for controls should be personally demonstrated with a clear and simple approach (research)
- Offer an orientation for students to familiarize themselves with headsets and hand controls (research)
- Some students reported discomfort, such as headaches, dizziness, blurred vision, the weight of the headset, or that the headset did not fit over glasses (research)
- If students are hesitant to fully move while using VR, they will not benefit from the embodied learning experience (research)
Recommended Next Steps
- Connect with your local instructional designer on how VR or AR could improve your course
- Reach out to Media Commons to access headsets or augmented reality applications
"The use of SVREs [Social Virtual Reality Environments] can provide authentic, simulated, cognitively challenging experiences in engaging, motivating environments for open-ended social and collaborative interactions and intentional, personalized learning."