Virtual Reality (VR) presents many opportunities for teachers, students, and school administrators. Teachers can use VR to create experiences for their students outside of the classroom without them ever having to leave their desks. Students can use VR to help block out distractions, discover new interests, and increase engagement. They can explore new countries, interact with people from different cultures, and even visit the surface of the moon or the bottom of the sea. Lastly, administrators may use VR to practice teamwork, collaboration, and problem-solving skills in a low-stakes setting.
Training in Virtual Classrooms: How Simulation Technology Can Be Used for Teacher Development
Imagine you’re a new instructor teaching a US history lesson when two students start arguing. On your virtual reality (VR) headset, possible reactions pop up: call another teacher for help, wait for the moment to pass, or raise your voice until you get the students’ attention. In real-time, you can choose a course of action and see your response play out with student avatars. Later you discuss your decisions with your education professor to assess your performance in this virtual classroom scenario. Scenarios like these are the future of teacher training.
This example may sound far fetched, but VR scenarios like these may be the future of teacher training. When used in conjunction with traditional training methods, simulation technology is a valuable resource for improving teacher preparedness and can also be applied to teacher development in programs like American University’s Doctorate in Education Policy and Leadership program to help classroom instructors improve and learn new techniques.
Virtual Reality Exercise Games for High School Students With Intellectual and Developmental Disabilities
Individuals with intellectual and developmental disabilities (IDD) are at greater risk of health-related issues due to obesity and lack of physical activity. This study examined using virtual reality (VR) exergaming to increase the physical activity of high school students with IDD. Four students participated in this multiple probe across participants design. Data were collected on each student’s total amount of time engaged in exercise and heart rate. Results indicate that all students increased the duration and intensity of their physical activity when using the VR exercise gaming (exergaming) intervention. The VR exergaming intervention increased the duration and intensity of the students’ exercise sessions. Results are discussed in terms of applying VR and other emerging technologies to support the exercise health needs of the individual in the study.
Virtual reality helps Geraldine High School students learn about farm safety
A South Canterbury school’s reputation for producing talented young farmers saw WorkSafe pick it to trial a new virtual reality (VR) learning module aimed at halving the number of fatalities on farms.