scholarly journals Are we ready for Virtual Reality in K-12 classrooms?

Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jordy Kaufman

Virtual reality technology has existed since the late 1950s; however, its use in the educational sector has been limited because of the cost of the equipment, inaccessibility of the technology, issues of usability, and lack of appropriate educational content and educator training. New technological advances have resolved some of these limitations. Additionally, affordable virtual reality equipment that has been predominately used with adults shows compelling results, highlighting the potential of this technology when used with children for educational purposes. This paper presents an overview of immersive virtual reality’s potential as a learning tool with children, highlighting its current uses, research with children for educational purposes, and the existing barriers for the applicability and implementation of immersive virtual reality in school settings.

2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jennifer L Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


Author(s):  
Patricia L. Rogers

From filmstrips and mimeographs, to computer-based simulations and virtual reality, technology seems to dominate teachers’ lives as they master the new instructional media for use in their classrooms. Good teaching and learning practices tend to take a back seat while the focus on mastery of the technology reduces teaching into basic presentations and lectures, a format most easily controlled by the instructor. While most pre-K-12 and post-secondary instructors do develop effective courses in which students learn, many would be hard pressed to describe how they arrive at certain goals and teaching strategies.


2020 ◽  
Vol Volume 13 ◽  
pp. 1129-1138
Author(s):  
Floriane Rousseaux ◽  
Aminata Bicego ◽  
Didier Ledoux ◽  
Paul Massion ◽  
Anne-Sophie Nyssen ◽  
...  

2012 ◽  
Vol 522 ◽  
pp. 757-760
Author(s):  
Jian Zhang ◽  
Wen Lei Sun ◽  
Xiang Long Wang ◽  
Chun Xiang Wang ◽  
Shu Jun Guo

Traditional injection mould development needs longer cycle and higher cost, while the use of virtual assembly technology can greatly reduce the cost of the design process. Besides, the cost of newly designed products injection mold shaping and its die trial was very expensive; yet virtual mold assembly system can reduce the cost in the process of actual assembly. The simulation system of injection mold assembly and modeling can be designed by applying the virtual reality technology and its virtual roaming displaying can be achieved with external control and display devices on the virtual interaction platform of the Nvision. Finally utilizing man-machine interface technology can make users immersed in a virtual environment, realize man-machine interaction and provide a brand-new information exchange interface superior to the traditional manifestation way.


2020 ◽  
Vol 20 (2) ◽  
Author(s):  
Paola Araiza ◽  
Therese Keane ◽  
Jennifer L. Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


Author(s):  
Gregory McGowin ◽  
Stephen M. Fiore ◽  
Kevin Oden

Technological advances have led to a rapid increase in the implementation of virtual reality (VR) across multiple sectors of society. Further, we are seeing more researchers explore how the technology can be used to promote learning and training in a variety of domains. But there is a problematic gap between development of VR for training and education and learning theory to ensure its efficacy. We address this need by providing a theoretical lens through which to evaluate existing research in VR. We consider technology developments that have made VR more sophisticated and draw from research in the learning and cognitive sciences to evaluate their utility as learning affordances. With this, we examine existing research as a way to illustrate the practical value of theoretical evaluation. We conclude with a discussion how this theoretical framing can point the way for both better designed studies to accelerate learning and training as well as for more innovative adaptations for accelerating learning in immersive virtual reality.


2021 ◽  
Author(s):  
Huifen Guo ◽  
Yan Ma ◽  
Aizhu Wang ◽  
Xiang Zhu ◽  
Lijiao Deng ◽  
...  

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