3 Keys to Introducing Virtual Reality in E-Learning Courses

virtual1

Virtual reality (VR) has found its way into the educational space, and by all indications, it’s here to stay. Since VR glasses can be obtained for as low as $10 apiece, cost is becoming less of an issue, although the expensive headsets are still out of reach for many. Nonetheless, the actual applications beyond the “wow, cool” factor are still being explored.

Here are three guidelines toward introducing VR in e-learning courses, according to the website E-Learning Industry:

1. Choice of content should be developed in a virtual reality environment.
The first experiences of VR as applied to e-learning processes have revolved around the development of very specific skills and knowledge, according to E-Learning Industry, such as work safety and specific simulators in the field of vocational training. In the educational context, there are a number of examples of the application of VR to recreation and immersion in very concrete environments, such as natural settings, planets, animals, human anatomy, etc.

In the last two years, we can find examples of the proliferation of highly immersive learning experiences related to the development of skills: speaking in public, teamwork, conflict mediation, treatments and therapies with patients. In short, virtual reality offers a wide range of possibilities, whether one decides to pursue the development of a competition or a skill.

2. Correctly guiding the instructional design of the VR experience. The adoption of 360-degree video in VR applications — and in particular in the development of e-learning content — is leading toward more widespread VR use, as costs drop and the versatility and realism improve. Being able to capture any environment, moment or interaction with a simple 360-degree video camera, or even with a smartphone, facilitates the development of immersive experiences that are interesting and engaging for students.

E-Learning Industry says it is important to craft a detailed instructional design, with the maximum presence of audiovisual pieces, such as videos or animations, that replace text, since text reduces the immersive power and the interaction with virtual spaces. Sorry, bookworms.

3. Correctly choose the platform of distribution of VR content. According to the E-Learning Industry article, virtual reality glasses or headsets that connect to a computer are the more powerful option. However, a budget based on this type of project will inevitably run high, as this type of VR hardware is more expensive than the option of using VR glasses designed for use with a smartphone. The latter requires the development of mobile applications compatible with Android devices, iOS and/or Windows mobile. The economic impact for these types of projects will tend to cost less.

A choice of using VR in e-learning should be based on all these parameters, the article states. An educator should negotiate an optimal balance between high immersion, mobility and investment capacity.

For more information on VR and e-learning, visit the E-Learning Industry website, or read this article in THE Journal.

About the Author

Richard Chang is associate editor of THE Journal. He can be reached at [email protected].

Featured

  • Blurred silhouettes of business people in a modern office with a glowing blue network overlay

    Open Secure AI Alliance Moves to Linux Foundation

    The Open Secure AI Alliance has moved under the Linux Foundation, giving the initiative what the organizations describe as a neutral home for developing open source tools, shared standards and defensive practices. The Alliance was launched by NVIDIA in July to develop open security technologies for AI systems and agents.

  • Digital Screen with young woman using a virtual reality headset

    Montclair State U Partners with Dreamscape Learn on New VR Facility

    New Jersey's Montclair State University has announced the completion of a new virtual reality learning facility developed in partnership with Dreamscape Learn. The 2,450-square-foot lab space is inside the College of Communication and Media building and will serve students pursuing careers in digital media, virtual reality, and content creation.

  • closeup of hands using smart phone

    Learning Continuity Built into the LMS Withstands Cloud or Cybersecurity Interruptions

    When your institution's administrative or instructional capabilities face disruption from natural, technical, or malicious events, what measures does your LMS offer to provide a "business as usual" operating and learning environment? Instructure's Ryan Lufkin comments on the LMS and learning continuity.

  • artificial intelligence on laptop

    OpenAI to Combine AI Products into Desktop 'Superapp'

    OpenAI is reportedly developing a desktop application that would combine several of its emerging AI products into a single platform, according to reports, marking the latest step in the company's effort to transform ChatGPT from a standalone chatbot into a broader productivity and automation environment.