VR/AR - Using Technology in Education

The invention of the first VR headset by computer scientist Ivan Sutherland in 1958 was the beginning of augmented and virtual reality 3D display. It was not long ago we were communicating by the home telephone and whereas these days we can communicate as well as send and receive messages anywhere in the world with our smart devices. The virtual reality market is expected to be worth over 5 billion dollars by the end of 2018 and an estimated worth in excess of 209 billion dollars by 2022, (Statista, 2014).

What is the difference between Virtual Reality (VR) and Augmented Reality (AR)?

They equally have remarkable capability to alter our view and perception of the world but are very different as VR is created from a virtual environment and AR combines the real world with a virtual creation. Both can be used for games and in a professional environment for business or education viewed with dedicated headsets worn for lengthy periods. Take a look at VR and AR to see the difference.  An example of VR, AR and Mixed Reality in the medical education in the videos below.

Project Esper: Mixed Reality Anatomy Learning · 19/07/2016 · HD · by 3D4Medical

Education in the Future: VR and AR· 31/05/2016 · by Justin Betts

Datavideo Why Datavideo TVS-1000 virtual studio system is so good for Education?
 · 24/07/2015 · HD · by Datavideo

The new generation are brought up within a rapidly evolving technological era and are engaged in the technology rather than learn from traditional methods such as textbooks. Virtual reality technology can contribute valuable modern ways to educate the new generation where visuals and pictures can be beneficial in inspiring engagement.  With the use of context relevant visuals and pictures in a scenario of a virtual simulation of real world practices students can role play and explore the virtual environment to develop their disciplinary skills. There would be consequences for students and therefore learn from mistakes such as inability to proceed to the next level, loss of points, game over, repeat the scenario, etc in a safe environment. See below how reality can be a fun way to assess the learning.

Anatomy of the human body by VR · 30/08/2018 · HD · by Medical Ideas

Designing Virtual reality real world practical scenarios for eLearning will encourage and benefit students in terms of their capability to learn new multifaceted information at a much deeper level. Students who struggle to learn key concepts and the use of eLearning scenarios would normally solve problems in a context they understand from the embedded pictures.

The topics from the augmented library AR/VR text books or 3D virtual tours can provide high quality visual information for students to explore the visualization realities and experiences from another dimension while wearing the VR headset or on smart devices while listening to the teacher or audio. The traditional method of teaching where the students are sitting and listening to the teacher can be boring with students not being engaged and therefore not understanding or learning.

VR creates interest at every age group. Students will be more willing to watch with interest as it creates an amazing experience that could not be lived in real life.

VR Technology will increase student participation and through visual content the student will be engaged to learn more. Students will be more likely to engage and participate in classroom activities and motivated to use technology.

VR can eliminate language barriers in different countries as language can be implemented within the software.

What could be some of the disadvantages of VR?

VR can be an asset to most discipline activities, there could also be a disadvantage. In classroom activities I encourage collaboration through communication and problem solving real world scenarios. There is a possibility the student will not have personal human interaction as they will be immersed into the software and the technology. The students through the lack of group discussions will then ask the teacher for help which can be a disadvantage as a student. VR in the classrooms is potentially changing communication between students and the overall social interactions. For example, desktop VR has developed a 3D virtual world known as Second Life where the user accesses the internet and are represented in virtual space as an avatar hence engaging online communication between avatars, Brian Boyles (2017).  Users can interact with text and audio, create 3D objects, and own their own “land” in the world. not really it is just changing communication into online dialogue between avatars.  The avatars are good for some students as they are shy and will communicate and interact more when they are hiding behind an avatar. There have been studies about this (search second life VR avatars in education.)

VR is programmed to visually display the same each time with no room to be flexible and does not consider the student who will not understand everything.

In a flexible classroom situation, students can ask questions and receive answers, interact with colleagues, experience workshop activities. Students cannot take notes while wearing VR headsets.

Like any tool there will be breakdowns in computer, software or Head gear creating academic disruptions to the student’s learning in class, an activity or even during exams and is problematic for the learning development. These problems disrupt the learning motivation which is not good for the students. Waiting for repairs or replacing very expense VR head gear can take time.

For some people, VR sickness also called simulator sickness can occur from the rapid movements or motions in the reality world when using VR and AR devices Jorge Serrador, Professor of Pharmacology, Physiology, and Neuroscience at Rutgers New Jersey Medical School, (Stephanie Pappas, 2016). 

The creation of the virtual reality visualization comes at a great cost and expensive tools.

Virtual Reality is a graphic creation of a virtual 3D space which needs to be created by specialists with 3D animation skills. The hire of an animator comes at a cost for their service, or if those specialists are in house, powerful computers are required to render the 3D models quickly and 3D modelling software for example, 3D software such Autodesk Maya for realistic models, or Houdini, Maxon's Cinema 4D, Blender, Modo etc.

For those who have little experience in 3D creation and wish to tackle the animation Amazon Sumerian could be one of the best choices. A list of 3D software, some free, can be found at 3ders. It all comes down to budget and how realistic the visualization needs to be.  

Depending on the discipline taught and if we are teaching how to identify the working parts, new features, technology enhancements and the use of a particular piece of equipment such as video cameras, there will be a need to constantly update the new information with the ever-changing technological world, if we need to teach real world skills to our students. This will add more costs to amending or adding to the visual.

Once the visualization is created the 3D VR will need to view on Smart devices such as, smartphones, computers and televisions via dedicated apps like, Altspace VR and devices, Janus VR, Oculus 360 Photos, Oculus Video and Virtual Desktop etc. and viewed on VR Headsets like, Oculus Rift, Sony PlayStation VR, HTC Vive, Oculus Go or Google Cardboard for IOs and Android phones. Depending on the quality these VR headsets can be very expensive to buy and or replace.

Augmented Reality

AR and VR are both making their way into the education sector. Choosing which one works best or possibly a combination of both will depend what is being taught, what and how is the student understanding the learning and the pedagogy on the learners metacognition.

Augmented Reality integrates the user’s computer generated virtual technology into the real world environment interactively in real time, Azuma et al. (2001). This has put students into a world that comes to life where images pop from books, characters come to life all in 360 Degrees and in 3D which adds to an engaging learning experience.

The Augmented Reality concept has been used for some time now in movies, games, television shows, schools and some higher education courses such as, Medical, Engineering, Architecture and Law etc.

This technology will be applied in the Higher Education, Screen and Media Degree program. AR and VR will be utilized to enhance the learning experience through the creation and use of 3D environments to illustrate particularly technical aspects of film making equipment and techniques.

‘Lifelong learning’ has been a consistent theme throughout my career. All my life I have been learning and improving my skills through activities, listening, visual content, comprehending, utilizing innovative technology. Ongoing changes throughout the decades have made me very knowledgeable today compared to say 30 years ago. To keep up with my Film production I had to embrace technology and keep up with new innovations through training, improving skills and experiences to keep abreast of the creative industry. We, as trainers, are living in a time of great responsibility and simultaneously confronting a blast in innovation and these have significant implications for education at all levels, but perhaps especially higher education (University).

Student cohorts are affected by their social interactions, emotional behaviours, cultural background, learning and expectation which will have some impact on their styles of learning and individual performance. As teachers, we tend to forget how it was when we were students.

Although students may reference reading material, writing, video references, pictures and sketches -which are certainly very beneficial - until the student reconciles those reference materials with the visual, the experiential, and audio components, the learning process in terms of Sweller’s Schema, will be incomplete. However, that reconciliation is able to be manifested by the student performing exercises in class, to ‘set in concrete’ both the knowledge and skills gained. 

What is the difference between Virtual Reality (VR) and Augmented Reality (AR)?

I endeavor to practice clear effective communication focused on the nature of teaching delivery, simulations, reflecting on the focused topic and feedback. This is enhance by preparing and developing lessons that are not undermining the strategies for a deeper understanding in practices of principles for effective learning in higher education.

Whilst students are actively learning even while listening to a formal lecture or presentation in a classroom, there must be more for students to actively learn with engagement and dynamic participation. Constructivism takes the learner into dynamic processes that promote the principles of the use of experiential techniques in such a way to promote ‘discussions, problem solving, cooperative learning, debates, drama, role playing, simulation, and peer teaching’ (Kolb 1984).

As a constructivist I admire the work of Ramsden, Martin and Clark (1995) in a study in Australia on good teachers, but I would like to add that I encourage my students after every lesson to come to me, anytime if they need help. Formative Assessments and quick quizzes are very informal tests to gain useful student information data to guide me in knowing where students are in their learning and where I need to go next.

As a teacher, I pride my commitment to continually ‘reflect on teaching processes and commitment to fostering independent and lifelong learning skills… commitment to providing constructive feedback to students and a soundly designed, relevant curriculum that aligns learning outcomes with teaching methods and assessments.’ (Ramsden, Martin and Clark. 1995. Conceptions of Good Teaching. pp 3) and enthusiastically see students learn, develop reflection as well as critical thinking skills, reflective practice based activities, mutual interaction between teacher and the learner and positive feedback.

Focus by Joe Nucifora

The above video I created for the students to help them understand Focusing, Depth of Field and the similarity of the human eye and lens is what I would like to see either in VR, AR or MR. The student could see the mechanisms such as the working parts of a lens and be able to play and control the moving parts to see the outcome. It will be made into three parts with knowledge assessment either as a name game challenge to achieve best points (similar to the video below) or critical thinking exercises. Best of all, students will be able to view the virtual lesson anytime and anywhere.

Anatomy of the human body by VR · 30/08/2018 · HD · by Medical Ideas

In closing, depending on the discipline one is teaching, both VR and AR are great tools to build on student’s pedagogy and metacognition. With carefully planned fun educational systems, reality education will benefit the learners to build with confidence their skills, collaboration in decision making and to follow through with their tasks. The future is changing, VR and AR are all around us, on television, games, smartphones, billboards and in schools.















Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34–47. doi:10.1109/38.963459

B Boyles, (2017). Virtual Reality and Augmented Reality in Education - United States Military Academy, West Point, NY.
https://www.usma.edu/cfe/Literature/Boyles_17.pdf

 Sinclair B and Gunhouse G. (2016). The Promise of Virtual Reality in Higher Education
https://er.educause.edu/articles/2016/3/the-promise-of-virtual-reality-in-higher-education

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Kolb, D. A. (1984): Experiential Learning: Experience as the Source of  Learning and Development. NJ: Prentice Hall.

Ramsden, P., Margetson, D., Martin, E. & Clark, S. (1995). Recognising and Rewarding Good Teaching in Australian Higher Education (Final Report), Australian Government Publishing Service, Canberra

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Pappas S. (2016). Why does virtual reality make people sick?
https://www.livescience.com/authors/?name=Stephanie%20Pappas
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 Sweller, John. (2003) Evolution of human cognitive architecture in: The Psychology of Learning & Motivation complied by Brian H Ross, 43, 215-266




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