Absolutely amazing: up close and personal teaching and learning with virtual reality encounters.

Concurrent Session 6

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Brief Abstract

Absolutely amazing, up close and personal teaching and learning with virtual reality encounters.Come and listen to a step-by-step guide for planning educational experiences that include a virtual reality component.

Presenters

Dr. Rohan Jowallah has worked in education for over twenty years and has international experience, having taught in the Caribbean, England and USA. His teaching experience includes teaching online, face-to-face and blended modes of course delivery. He has taught at various levels: elementary school; middle school; high school and university. Rohan Jowallah holds an Ed.D. in Language and Literacy in Education from the University of Sheffield in England; ME.d. in Special Needs and Inclusion Studies from The Open University in England; BSc in Psychology from The Open University in England; Graduate Certificate in Teaching and Learning in Higher Education from the University of Wolverhamptom in England and ASc in Secondary Education from Bethlehem Moravian College in Jamaica and a certificate in Social Work from The University of the West Indies School of Continuing Studies. Rohan has presented at several international conferences and has had several peer-reviewed publications. He also has a published book chapter and continues to develop work for publication. He has also been a reviewer of several international journals. Rohanís roles at UCF as an instructional designer includes assisting faculty as they transition into online teaching and learning. In addition, he has an active research agenda which focuses on online learning pedagogies, literacy and inclusion. He also works part-time as an adjunct for the University of Central Florida and The University of the West Indies Open Campus.

Extended Abstract

In essence virtual reality, ‘...submerges humans into altered environments and processes, intensifies experience and imagination, thereby augmenting research and education’ (Meinhold, 2016, p.1). As new theories emerge, it is imperative that policy makers, educators and instructional designers consider the fusion of pedagogy and technology when using virtual reality systems. O’Brien (2016) suggests that by 2020, revenue from virtual reality systems could reach one hundred and fifty billion dollars. The leading investors in virtual reality systems include some of the largest technology companies; Facebook, Google and Microsoft. Asian markets have also indicated a surge in spending on personal virtual equipment. While investments in virtual reality is high, it is estimated that two-thirds of the population in the United States are not familiar with virtual reality (O’Brien 2016). Furthermore, there are limited standards to guide the deployment of virtual reality in higher education. Subsequently, it will be imperative for instructional designers, software developers, curriculum developers, academics and others to develop practical frameworks and models for good practices for the design, development and delivery of virtual reality encounters in teaching and learning interactions.  Based on the need for these frameworks and models of good practice this presentation will:  

Keywords: Virtual reality, Learning Management System, Pedagogy, technology and teaching and learning.

  • Demonstrate a course module in Canvas (Learning Management System) that includes a virtual reality component.  

  • Share an in house virtual reality demo of VR to highlight good practices for the design, development and delivery of VR content via learning management systems.

  • Provide a step-by-step guide for planning educational experiences that include a virtual reality component (guides will also be distributed).  

  • Share with attendees, current research and resources that will provide a framework for them to design, develop and deliver virtual reality educational experiences.   

Interaction and Engagement

 

The presenters will actively engage attendees with a live poll throughout the presentation to solicit feedback. Participants will also be given the opportunity to ask questions. The course demonstration is designed to maximize the attendees’ participation. Participants will be encouraged to engage in the virtual component of the planned module. To maximize participation and interaction, a live Google collaborative document  will be implemented to allow participants to document ideas from the presentation as well as their thoughts for future reference (The Google document will be available after the presentation).

Attendees of this session can expect to:

  • Gain knowledge of one possible framework for designing, developing and delivering a virtual reality content.

  • Obtain a step-by-step guide for planning educational experiences that include a virtual reality component (physical guides will also be distributed).  

  • Gain information on research and resources that will provide a framework for attendees to design, develop and deliver virtual reality educational experiences.

  • See an in house virtual reality demo that highlights good practices for the design, development and delivery of VR content via learning management systems.

Resources

  • Demonstration of a short mini lesson with a virtual reality encounter.

  • Live Google collaborative document.

  • Guidelines for consideration before using virtual reality (Handout, designed by the presenters ).

  • PowerPoint Slides.   

  • Virtual Reality Interactive Decision Guide (free).

  • Online Resources

  • Step-by-step guide handout (designed by the presenters).

Reference

Meinhold, R. P. (2016). Virtual Reality. Salem Press Encyclopedia Of Science,

O'Brien, J. M. (2016). THE RACE TO MAKE VIRTUAL REALITY AN ACTUAL (BUSINESS) REALITY. Fortune, 173(6), 126-133.