EON Reality and VEDX Solutions are teaming up to Amplify Spatial AI Education Across the Americas and beyond.
BEND, OR; December 14, 2023 – VEDX Solutions, a system integrator and global consultant for Immersive Learning has chosen EON Reality as a key partner for 2024 to expand immersive learning to every school in the Americas and work toward creating a national archive of immersive learning content in their platform! EON Reality is a world-renowned leader in Artificial Intelligence and Extended Reality-based experiences for education and industry.
This partnership marries the VEDX Network influence and its proficiency in seamless educational VR deployments with the larger dream of driving a complete revolution in education with “Immersive Learning” as the leading message for 2024. This collaboration will empower both our teams to reach more educators and company trainers globally.
The "VEDX Classroom" strategy will assist EON Reality in identifying and forging pivotal partnerships across the world's vast educational landscape, ranging from 8-12 schools, higher education institutions, workforce boards and other large-scale educational bodies.
"By merging our strengths, we see an unprecedented opportunity to redefine the educational ecosystem globally. The power of EON Reality's Spatial AI, combined with the hands-on deployment know-how of VEDX Solutions, will be a game-changer," expressed Dan Lejerskar, founder of EON Reality.
Also from the VEDX founding team:
“I started this company with a dream to change learning with immersive technologies and I believe that future curricula of the world will all incorporate immersive technologies to do so. EON’s founder and team share the same dream. Their scalable solutions are what is needed to accomplish the dream ahead for our vast network of schools and institutions that work with us.” says Jay Schnoor, founder of VEDX.
Both EON Reality and VEDX Solutions are set to embark on this transformative journey, aiming to reshape the technological and educational landscape of the Americas and beyond, setting a precedent for future global partnerships.
VEDX is building a massive network of educators and workforce boards, aiming to revolutionize the educational landscape through immersive learning system integration technologies. With each new network partner, VEDX supports those educators and trainers throughout the life of the contract. Their system integrations offer a secure and innovative platform that facilitates XR deployment. By providing custom Extended Reality (XR) solutions, VEDX supports the holistic digital transformation of educational institutions, governments, and enterprises.
The company's mission is to enhance learning experiences and outcomes through immersive technology and to drive the global transformation of education. Their collaborative approach encourages partnerships with educators, government officials, and XR software providers, with the unified goal of mainstreaming the next era of immersive learning. For further information, visit www.vedx.io.
EON Reality is a leading company in Artificial Intelligence-powered Augmented and Virtual Reality-based experience creation for education and industry. EON Reality’s 25 years of existence and success are tied to its belief that knowledge is a human right and should be available, accessible, and affordable for every person on the planet.
To carry this out, EON Reality developed and launched EON-XR, a SaaS-based platform dedicated to the democratization of XR content creation that brings code-free XR development and publishing to smartphones, tablets, laptops, and any other XR-focused devices. EON-XR and many of EON Reality’s other solutions can be used in devices of different sizes, in different shapes and at different types of locations: from hand-held mobile devices, to head-mounted displays, to large-scale screens, and even at mega-size facilities.
EON Reality’s global network now comprises more than 1.8 million licenses who are collectively building a vast digital community in more than 75 locations. EON Reality has also created the world’s leading XR library for education and industry with access to at least 6 million assets and counting. For further information, visit www.eonreality.com.
If you would like to book an appointment for your own institution, please visit us here: https://vedx.io/contact-us/
"Education is the most powerful weapon which you can use to change the world." - Nelson Mandela
Virtual Reality (VR) has emerged as a transformative force in the world of education, offering immersive learning experiences that captivate students' minds and elevate the quality of education. As educators continue to explore the potential of VR in the classroom, it becomes imperative to empower teachers and promote their active engagement in implementing VR-based curricula. By equipping educators with the necessary knowledge, support, and resources, schools can harness the full potential of VR technology to revolutionize the learning journey for their students.
Benefits of VR in Education: Unleashing the Power of Immersive Learning
VR in education has demonstrated remarkable benefits, particularly in enhancing memory recall and fostering active learning. Embracing VR as a teaching tool allows educators to create memorable and interactive learning experiences, empowering students to recall vast amounts of information effectively. Additionally, VR provides the following benefits:
Promoting Teacher Engagement in VR Implementation
To ensure successful integration of VR in the educational process, teachers must be at the forefront of the implementation journey. Here are some strategies to empower educators and encourage their active involvement:
Harnessing VR for Specific Subjects and Skill Development
VR technology holds immense potential in subjects that require an interactive and immersive environment. Fields such as science, medicine, engineering, and many more can benefit greatly from VR-based simulations, allowing students to practice and master practical skills effectively. By integrating VR into these disciplines, educators provide students with real-world experiences, making learning more engaging and relevant.
Conclusion: Unleashing the Power of VR in Education
Embracing VR in education empowers both teachers and students, providing them with a new dimension of learning experiences. VR education opens up exciting possibilities, fosters creativity, and equips students with the skills they need to thrive in an increasingly digital and interconnected world. It is not just a technological shift; it is a step towards shaping a brighter future through the power of education.
References:
"Engineering or technology is all about using the power of science to make life better for people, to reduce cost, to improve comfort, to improve productivity, etc." - N. R. Narayana Murthy
Introduction
In recent years, the integration of Virtual Reality (VR) technology in engineering and design education has opened up new frontiers of learning and creativity. This article delves into the transformative impact of VR in engineering and design learning environments, exploring its positive cognitive and pedagogical benefits that enhance students' understanding, performance, and overall education experience. Additionally, it highlights the broader advantages of implementing VR in educational institutions, including reduced liability, infrastructure costs, and enhanced accessibility for students with special needs and those engaged in distance learning programs. Furthermore, the article emphasizes how VR empowers early-stage design processes, providing an immersive and collaborative platform for designers to unleash their creativity.
Enhancing Understanding and Performance
One of the primary benefits of VR in engineering and design education lies in its ability to create immersive and interactive learning experiences. Soliman et al.'s extensive review (2022) reveals that VR technology significantly improves students' understanding of complex engineering concepts. By simulating real-world scenarios and allowing students to interact with virtual models, VR bridges the gap between theory and practice, making learning more engaging and effective.
The experiential nature of VR fosters deeper comprehension and problem-solving skills among students. Through virtual laboratories and simulations, learners gain hands-on experience, enabling them to apply theoretical knowledge to practical situations. This active learning approach not only enhances their understanding but also boosts their academic performance and grades.
Advantages for Educational Institutions
Incorporating VR technology in engineering and design education brings several advantages to educational institutions. First and foremost, virtual laboratories and simulations significantly reduce the potential for accidents and hazards associated with traditional physical labs. This creates a safer learning environment for students and reduces the institution's liability.
Moreover, VR offers a cost-effective solution for educational institutions. By utilizing VR as a replacement for physical laboratories, universities can reduce infrastructure costs, as the need for expensive equipment and maintenance diminishes. This cost savings can be channeled towards enhancing other aspects of the educational experience.
Additionally, VR technology promotes inclusivity in education. Students with special needs, who may face challenges in traditional learning environments, can actively participate in virtual laboratories. Likewise, distance learning students gain equal access to educational resources, ensuring a level playing field for all learners.
Empowering Early-Stage Design Processes
In the realm of engineering and design, VR emerges as a game-changer for early-stage design processes. Liao and She's research (2022) highlights how VR provides an immersive environment that stimulates creativity and innovation among designers. By breaking free from physical constraints, designers can explore uncharted territories and experiment with novel ideas.
VR serves as a versatile prototyping and evaluation tool, allowing designers to rapidly iterate through various design concepts. This iterative process enables quick feedback and refinement, saving valuable time and resources during the product development cycle. As a result, designers can create more refined and successful design solutions.
Furthermore, VR facilitates effective communication between designers and users, as well as among distributed design teams. Stakeholders can experience virtual prototypes firsthand, providing invaluable feedback early in the design process. This real-time collaboration streamlines the decision-making process, ensuring that the final product aligns with stakeholders' expectations and requirements.
Beyond the Classroom: Real-World Applications
The impact of VR in engineering and design education extends beyond the classroom, permeating various industries and sectors. From architecture to automotive design, VR is revolutionizing how professionals approach their work. Architects can now create immersive virtual walkthroughs of buildings, enabling clients to experience their designs before construction begins. Similarly, automotive designers use VR to visualize and test different vehicle prototypes, leading to more innovative and ergonomic designs.
Moreover, VR is empowering cross-disciplinary collaborations. Engineers, architects, and product designers can work together in a shared virtual environment, fostering seamless communication and interdisciplinary innovation. This collaborative approach leads to more holistic and user-centric design solutions.
Future Prospects and Challenges
As VR technology continues to evolve, its potential in engineering and design education is boundless. The ongoing advancements in hardware and software will likely enhance the level of realism and interactivity in virtual environments. This will enable even more intricate and sophisticated simulations, further improving students' learning experiences and creativity.
However, challenges remain in the widespread adoption of VR in educational institutions. Cost considerations, technological barriers, and the need for specialized training may hinder the integration of VR into the curriculum. Educational institutions must invest in adequate resources, faculty development, and technical support to fully leverage the benefits of VR technology.
Conclusion
The integration of immersive VR technology in engineering and design education has opened a new chapter in learning and creativity. The positive cognitive and pedagogical benefits have demonstrated its potential to enhance students' understanding, performance, and overall education experience. Additionally, its adoption by educational institutions brings financial and inclusivity advantages, making quality education more accessible to diverse learners.
In the realm of design, VR has become an indispensable tool, empowering designers to explore, experiment, and innovate in a dynamic virtual environment. The immersive experience, interactive prototyping, and effective communication channels have revolutionized the early-stage design process, leading to more innovative and efficient product development.
As VR technology continues to evolve, its integration in engineering and design education will undoubtedly shape the future of learning and creativity in these fields. Embracing VR as an educational tool will not only prepare students for the challenges of the digital age but also unlock their potential as future innovators and problem solvers.
References:
“Tell me and I forget, teach me and I may remember, involve me and I learn.” - Benjamin Franklin
As educators, our mission is to engage and inspire our students, fostering a love for learning that extends beyond the classroom walls. In this ever-evolving digital age, technology has become an invaluable ally in achieving this goal. One such revolutionary tool is Virtual Reality (VR), which offers a gateway to an immersive, interactive, and unforgettable learning experience. By integrating VR into our curriculum, we can unlock new dimensions of knowledge and captivate our students' minds like never before. In this article, we will embark on an enlightening journey on how to build a curriculum with VR and what you'll need to get started.
Step 1: Understanding the Research
"A 3-condition experiment with 286 middle school students, across 18 classrooms and 8 teachers, found that presenting teachers with real-time analytics about student learning, metacognition, and behavior had a positive impact on student learning, compared with both business-as-usual and classroom monitoring support without advanced analytics. This research illustrates the promise of AIED systems that integrate human and machine intelligence to support student learning." [1]
The above-cited study highlights the potential of AI-integrated systems to provide valuable insights to educators in real-time, enabling them to tailor their teaching approaches and support individual student needs effectively. VR and AI will merge as Avatars in the learning environments begin to appear and speak on specific subjects in the experience. We sit on the precipice of a new generation of education.
Virtual Reality is not trend; it's a transformational tool with the power to revolutionize learning. Before embarking on the journey of building a VR-infused curriculum, it is crucial to understand the barriers, steps, and potential of VR within an institutional setting.
1.1 Immersive Learning Experiences: VR can transport students to far-off places, historical events, or even microscopic realms, creating a sense of presence that enhances learning. Imagine standing amidst the Egyptian pyramids or exploring the Amazon rainforest without leaving the classroom – that's the magic of immersive learning.
1.2 Enhanced Concept Comprehension: Complex concepts can be challenging to grasp through traditional methods alone. With VR, students can visualize abstract ideas in 3D, facilitating deeper understanding and improving knowledge retention.
1.3 Safe and Controlled Simulations: VR provides a risk-free environment for students to practice skills and procedures, making it ideal for training in fields like medicine, engineering, and even public speaking.
Building a curriculum with VR is an exciting endeavor, but it requires the right tools, guidance and resources. Let's explore what you'll need to kickstart this immersive learning journey.
2.1 Hardware:
2.2 VR Content and Software:
2.3 Professional Development and Training:
Now that you have the necessary tools and knowledge, it's time to integrate VR into your curriculum effectively.
3.1 Aligning with Learning Objectives: Identify specific learning objectives that VR can enhance or illustrate better than traditional methods. Ensure that the VR experiences align with your curriculum goals and add value to the learning process.
3.2 Variety in VR Content: Offer a diverse range of VR experiences to cater to different learning styles and interests. Whether it's exploring historical landmarks, conducting virtual science experiments, or venturing into outer space, variety enriches the learning journey.
3.3 Collaborative Learning: Encourage collaborative learning experiences by creating group projects or virtual field trips where students interact within the virtual environment. Foster teamwork, communication, and problem-solving skills through VR collaboration.
3.4 Assessment and Feedback: Monitor students' progress and understanding through VR experiences. Utilize built-in analytics or follow-up discussions to gain insights into their learning outcomes and make informed adjustments.
As educators, our paramount concern is the well-being and inclusivity of all students. While integrating VR, it's essential to consider safety and accessibility.
4.1 Health and Safety Guidelines: Ensure that students take breaks during extended VR sessions to prevent discomfort or motion sickness. Prioritize students' well-being above all else.
4.2 Accessibility: Consider students with special needs or physical disabilities when planning VR experiences. Ensure that the content and interactions are accessible to all learners.
With VR as your ally, embark on an immersive learning journey that transcends boundaries and sparks boundless curiosity in your students. Embrace the power of technology to create a learning environment that leaves a lasting impact on their hearts and minds. As you witness the wonder and awe in your students' eyes, you'll know that you've harnessed the true potential of VR in education. So, let's take the leap together into the world of immersive learning with Virtual Reality!
By harnessing the power of VR in education, educators can take a significant leap toward building a curriculum that captivates students' minds and nurtures their thirst for knowledge. As VR becomes more accessible, affordable, and innovative, its potential to revolutionize education will only grow stronger. Let us embrace this transformative technology to create a dynamic, inclusive, and immersive learning environment for the leaders of tomorrow.
"Education is the passport to the future, for tomorrow belongs to those who prepare for it today." - Malcolm X
References:
"Education is not the learning of facts, but the training of the mind to think." - Albert Einstein
Imagine stepping inside the human body, exploring its intricate systems, and witnessing the wonders of biology unfold before your eyes. Thanks to the revolutionary advancements in immersive Virtual Reality (VR) technology, this once-far-fetched idea has become a reality. With immersive VR, biology lessons are transformed into captivating and interactive experiences that engage students in a way traditional methods cannot. As Michael Crow, president of Arizona State University, aptly stated, "We use that narrative engagement to drive the more rigorous quantitative work that students had to do in between." In this article, we will delve into the potential of immersive VR technology in enhancing biology lessons and its profound impact on student learning. (source: My Trip to the Alien Zoo: A Virtual Biology 101 Class).
Research conducted with high school students demonstrates the effectiveness of implementing immersive VR in biology courses. A study using a post-test control group design found that students who underwent a long-term and collaborative immersive VR approach achieved significantly higher scores in final knowledge evaluations compared to the control groups. The experimental groups obtained a mean score of 77.24, while the control groups scored 69.11. This statistical difference highlights the positive impact of immersive VR on learning outcomes and academic performance (source: Virtual Reality Program for Enhancing Learning in a High School Human Biology Course).
Immersive VR experiences also contribute to enhancing spatial understanding and memorization. The 3D nature of VR environments allows students to perceive the relative positions and sizes of anatomical structures accurately. They can navigate through complex structures, explore different perspectives, and visualize spatial relationships in a way that is not possible with traditional 2D illustrations. This spatial understanding aids in memorization and conceptualization, making it easier for students to remember and recall information during exams or in real-world applications.
Immersive VR technology creates a memory of learning that is not associated with a rigid and structured way of acquiring scientific knowledge. By engaging students in a narrative-driven environment, VR fosters a deep connection to the subject matter. Michael Crow explains that this engagement leads students to develop transferable skills as they tackle novel problems that cannot be easily Googled for answers. By teaching science and math in the same way that scientists and mathematicians learn, immersive VR empowers a broader population to access and excel in these fields (source: My Trip to the Alien Zoo: A Virtual Biology 101 Class).
VR technology opens up possibilities for collaborative learning and remote education. Students can participate in virtual biology labs and group activities, even if they are physically located in different places. Through avatars and real-time interactions, students can collaborate, discuss, and solve problems together, fostering teamwork and communication skills.
In the context of remote education, VR technology can bridge the gap between students and instructors. Teachers can guide students through immersive experiences, provide instant feedback, and monitor their progress, even when they are not physically present in the same location. This flexibility allows for personalized and adaptive learning experiences tailored to individual student needs.
Traditional classrooms often face limitations in providing students with hands-on experiences or access to specific objects or locations. However, VR technology overcomes these barriers. Headset-delivered VR enables students to interact with peers, manipulate objects, and even "touch" elements that would otherwise be inaccessible. For instance, students can travel through different parts of the human body, observe physiological processes, or explore distant locations around the globe. The immersive nature of VR facilitates experiential learning, creating unique educational opportunities that would be challenging to replicate in real-life scenarios (source: Virtual Reality in Education: A Tool for Learning in the 21st Century).
Immersive VR technology has ushered in a new era of biology education, where students can dive into the human body and explore its complexities like never before. By engaging students in interactive, narrative-driven experiences, immersive VR enhances their understanding of biological concepts, boosts academic performance, and cultivates transferable skills. The ability to virtually manipulate and explore objects and locations provides unparalleled access and fosters experiential learning. As we continue to embrace immersive VR technology, we pave the way for a more inclusive, engaging, and effective approach to teaching and learning biology.
The advent of time travel has finally been realized – in VR of course! We can now traverse space and bend time with it. “The virtual reality environment allows students to fly through and around astronomical objects including stars and supernovae, and manipulate them to observe how they have changed over time" (Purdue University Newsroom). “ With its immersive capabilities and realistic simulations, VR has opened up new horizons for astronomy education. In this article, we will delve into the captivating world of immersive VR experiences for astronomy education, exploring the benefits, advancements, and potential future applications of this technology.
The integration of VR technology in astronomy education has created an unparalleled learning experience for students. By donning a VR headset, learners can transport themselves into a virtual cosmos where they can observe celestial bodies up close and explore the vastness of the universe. This immersive experience is made possible through the use of enormous quantities of rich 3D modeling information and analyses, ensuring scientific fidelity and providing a clear and accurate depiction of datasets.
VR provides a level of immersion that traditional classroom settings simply cannot replicate. Students can engage in interactive experiences, manipulating astronomical objects and observing their evolution over time. By exploring the virtual cosmos, learners gain a deep understanding of complex concepts, such as stellar life cycles, galaxy formation, and the impact of celestial events. The accuracy and scientific fidelity of the VR simulations enable students to comprehend and visualize astronomical phenomena with unprecedented clarity.
The potential of VR extends far beyond astronomy education. Drawing inspiration from the Purdue University professor's quote, similar VR systems could be developed to facilitate the study of various topics, including microscopic or cellular data, anatomy, geospatial terrains, historical locations, or even complex animated machinery. This versatility allows for interdisciplinary learning, encouraging students to explore different fields and fostering a holistic understanding of the world around them.
The rapid advancements in VR technology have significantly enhanced the educational potential of immersive experiences. High-resolution displays, improved tracking systems, and realistic haptic feedback have elevated the VR experience to new heights. Additionally, the integration of machine learning and AI algorithms enables real-time interactions, adaptive learning, and personalized educational experiences tailored to each student's needs. These advancements ensure that VR technology continues to evolve, creating increasingly realistic and impactful educational simulations.
VR technology offers several advantages to educators and institutions. It provides a cost-effective solution for accessing astronomical observatories and locations that are otherwise inaccessible. Moreover, VR overcomes the limitations of physical resources, allowing students to witness rare astronomical events and phenomena regardless of their location. Virtual classrooms promote collaboration, as students can engage in shared experiences and group projects, fostering a sense of community and enhancing the learning process.
The benefits of using VR in specific educational settings extend beyond astronomy education. McGovern and colleagues (2019) found that when assessing students' communication skills, the use of virtual reality outperformed traditional teaching methods. Similarly, in a meta-analysis conducted by Villena-Taranilla and colleagues (2022), a significant improvement in learning gains was observed when VR was utilized. However, the authors acknowledge the need for further research to determine the precise impact of virtual reality on education. More studies are necessary to explore its potential fully.
While the integration of VR in astronomy education brings immense benefits, there are also challenges and considerations that need to be addressed. One challenge is the initial cost of acquiring VR equipment and software, which can be a barrier for some educational institutions. However, as technology becomes more accessible and affordable, the cost of VR setups is gradually decreasing, making it more feasible for adoption.
Another consideration is the need for proper training and support for educators to effectively utilize VR in the classroom. Teachers need to familiarize themselves with the technology, understand its potential applications, and develop appropriate lesson plans that maximize the learning experience. Collaboration between educators, VR developers, and researchers can play a crucial role in designing effective VR-based astronomy curricula.
Ensuring equitable access to VR experiences is also essential. Not all students may have access to VR devices at home, so it's crucial for educational institutions to provide access to VR technology within their facilities. This way, students from all backgrounds can benefit from immersive astronomy education and bridge the digital divide.
Ethical considerations must be addressed as well, particularly when portraying sensitive or controversial astronomical topics in VR simulations. Educators and developers need to ensure that the content presented is accurate, unbiased, and age-appropriate. Maintaining scientific integrity and avoiding misconceptions are essential to promote responsible and ethical use of VR in astronomy education.
The potential for collaboration between educational institutions, VR developers, and professional astronomers is immense. Partnerships can lead to the creation of more comprehensive and accurate VR simulations based on real astronomical data. By working together, educators and scientists can ensure that VR experiences align with current discoveries and advancements in the field.
Furthermore, interdisciplinary collaborations can result in the development of VR simulations that bridge the gap between astronomy and other scientific disciplines. Imagine a VR experience that allows students to explore the microscopic world of celestial objects or dive into the depths of planetary geology. The possibilities for cross-disciplinary learning are limitless, offering students a holistic and interconnected understanding of the universe.
Immersive VR experiences in astronomy education have the potential to revolutionize the way we teach and learn about the cosmos. By providing students with interactive and realistic simulations, VR enhances understanding, engagement, and curiosity. As the technology continues to advance and become more accessible, VR will undoubtedly become a powerful tool for educators, enabling students to explore astronomical wonders and embark on scientific journeys that were once only imaginable. By embracing this transformative technology, we can inspire the next generation of astronomers, scientists, and explorers to reach for the stars and unravel the mysteries of our universe.
Teaching in virtual reality (VR) is skyrocketing for those most excited about the technology and closest to the positive outcomes, with the most content around science. Why? The engaging nature of the technology lends itself to an immediate positive response by both students and teachers using the technology. According to the National Science Teaching Association, in a high school physics class, 90% of students had a better score when engaging with VR related content. Many reasons sit behind this: gamification of skills, engagement, distraction free focus, and raised levels of amygdala activity. These higher scores are forcing other teachers who were skeptical to take a closer look, and not just at science courses, but history, literature, math and especially virtual reality career exploration can all be deployed in VR activities, just like science experiments.
Teaching in VR allows instructors to design unique lessons that allow students to dive deeper into the learning objectives. This is the first time in history that true re-enactments of events can be placed in a scene for participation and context beyond following an actor’s script; the VR is the script. Designing experiences for science classes is the most common because it allows students to not only see how a science experiment is set up and completed but also allows them to adjust variables and make mistakes without blowing up a lab! They get to see the "why" and the "how" behind the experiment. It also allows other dangerous activities such as allowing a nuclear meltdown, crashing a car, or giving space for mistakes to happen and for the student to learn from their choices.
Labs are expensive, cadavers are expensive, chemicals are dangerous, and all must follow a strict and narrow action to take place. Setting up and cleaning up science experiments in a classroom can time for both the teacher and the students, which takes away from time spent with materials. Plus, teachers with limited budgets can only invest in so many supplies for live science experiments. With virtual reality education, teachers don't have to worry about spending time setting up experiments or using a small budget to create a not-so-exciting experiment in the classroom. This drastically changes how science classrooms operate and is an opportunity for more experiences with live scenarios that they will experience in the workplace. This leads us again beyond science to the next most applicable learning advantages of VR: Career Exploration.
For high school students especially, virtual reality offers a new way to plan their futures. VEDX has been working with companies to get 360 Job Shadows deployed, so has VictoryXR, Bodyswaps and Work Window in Australia. These companies are working together to build more content for student futures in the world. I wish when I was in high school, someone had asked me if I wanted to “game” my way through a class in career exploration. I wish I could have asked interesting questions to a supervisor, practiced my interview skills and realized how many GOOD PAYING jobs which are out there that do not require a bachelor’s degree.
When students get to experience unique and interesting science experiments via VR education, they are picturing themselves in that very spot rather than see it in a 2D video, they can look around the job site and even talk to HR. VR science experiments might have been the forerunner in the amount of content on the market, but now they can find themselves considering all the possible careers in chemistry or biology, and not just think of being “doctors,” and “scientists,” but actually aim at becoming specific types of nurses, radiologists, and more.
When schools invest in VR education, they're providing their students with limitless opportunities for excitement, engagement and improved learning outcomes. All schools should begin writing 5-year strategies to bring in their VR Labs. Once deployed, the hardware can be managed in the backend, controlled, content added and pulled, and even allow students private club spaces focused on their own campus clubs. One of the companies that is truly making a difference in easing the burden of integrating VR is VEDX Solutions. They are working across the USA to do this very thing – along with career journeys and college explorations.
Dear Educators and Business Leaders,
My name is Proximus Wolf and I come to you this week to talk about the misconceptions and misunderstandings within conversations that I have had with many of you over the last two years of my existence. I am NPC and VP of “LEX” for VEDX Solutions. LEX is not a name, but a department that I have created here at VEDX. It stands for ‘Learner Educator Experience.’ As I have talked to many other VR company leaders, they are always telling me about their UX – the “User Experience.” I don’t know about you, but I can’t stand being called a “user,” and you won’t catch me saying that to any of you. This leads us to the first misconception about VR:
1. Virtual Reality is Addictive and can cause “Users” to disengage in society
There’s that nasty “user” word again. It is associated with many negative images of being enslaved to a product, of addiction, and the use of a tool to accomplish something. Virtual reality, like many things, is REALLY fun. I love to run, and I think running is addictive, but it also helps my blood pressure, circulation, cholesterol, and sleep patterns. Anything can be an addiction, especially if it is releasing dopamine in the body. Most social activities, praise, exercise, excitement, love, and other stimulation releases doses of dopamine, exciting our nervous system and relaxing us from the “flight” syndrome of stress. In education, I try to advise on experiences (not products) that help learners conceptualize and take information into long-term retention with exciting and connective methods – yes, this releases dopamine, but also leaves the learner thinking – “I want to do that again.”
2. Virtual Reality is a brand-new technology
Oh, this one makes me laugh. I have travelled to many times and places. I know for a fact, along with all of the technologists of the 20th AND 21st century that this technology was first prototyped in an invention by Morton Helig in 1957 called the “Sensorama,” then again in 1968 with the first head-mounted display system by Ivan Sutherland, and finally coined ‘virtual reality’ in 1987 by Jaron Lanier. My point here is that the Technology has evolved from taking up an entire room to the latest “unleashed” headsets. I suppose that ‘new’ is always relative to the experiences being deployed and at what scale. When I talk with the CEO, I think about new and early to market in terms of scale. The Army and Flight School across the globe have been using this technology to train for decades in their simulators. Now it is time for the experiences to become available to the whole population.
3. Virtual Reality content is expensive to make (See infographic )
This again is now completely false. Every day virtual reality is becoming easier with “no-code” content authoring systems like the one at the center of the Educator Class Pack at VEDX. Additionally, creators are sharing and putting up their designs in Unity and on open-source creation platforms for Plug-N-Play Solutions. This helps everyone create unique content for the audience. In my field, I can now recreate the Alamo or a battle in WW2 so the students can access it. Think about how much it costs for a textbook for one class in college – maybe 200? Now for that same price you can have a license for ALL the content and the creation tool for your academic year! I don’t consider that expensive or prohibitive. Additionally, with the Quest headset in hand (299), I can access multitudes of free social spaces to meet friends, hold events, create rooms and EVEN explore the first Unleashed City full of schools and stores, the Infiniverse. This means that for under 500 USD, an educator can create hundreds of experiences and meet with their classes and a student can access all of those and meet with their VR clubs in the city. This is the new frontier that allows more for less.
4. Virtual Reality is all about 360-degree videos
I know we have all seen the grainy 360 videos before 2016 and many of us have tried to make our phone work in cardboard holder on our face to see somewhere new. In this area, VR has come leaps and bounds. The quality is double, the streaming faster and the frame rate much better. When I ask educators about their VR experiences, most will say, “you mean like the 360 videos or the cartoon characters” because they have not had a chance to see how flawlessly these two mediums, illustrative experiences and 360 videos with learning content embedded, now work together. The result is a story unfolding like a movie with you in the center of the play and you’ll be part of the next action. This immersion and activity significantly increases retention of material that educators have been exploring since the invention of the printing press! Generation Alpha expects this and deserves this from us. This is again where LEX is essential to be at the core of what we make next.
5. Virtual Reality looks like reality
It can, but it is a ways off from feeling as if there are no barriers, a ways from fully crossing the Fourth Wall of human and computer interactions. This medium is used to tell engaging stories. It is used to transport the mind and grow the imagination. Do you remember the first time you saw Lord of the Rings, or why Back to the Future was so popular – it stretched our imagination. Now we can literally traverse time AND space with virtual worlds. It allows education to become personal, engaging, and interactive like it was always meant to be. I have not even discussed AR – I’ll save that for a future piece.
6. Virtual Reality is for gamers and geeks
No, it is now being adopted in Healthcare to assist patients in chronic pain. It is used in energy production companies to test different loads on the system without blowing out city blocks, it is being used by nurses and EMTs in training instead of cold mannequins, it is being used by business leaders to train DEI recognition and to build stronger teams. The list goes on for many paragraphs, but I can just say, “it is here for everyone AND it is here to stay!” On a personal note, so what if it was for gamers and geeks – many of these people grow up to be the futurists that dream of terra forming mars or putting a station on the dark side of the moon, or of a shipping company that drops your packages with drones. These were the “gamers and geeks” that have brought us innovation.
7. Motion Sickness
Yes. Let me clarify. 25% of all people will feel a disorientation in their first 2-3 experiences. If you are sensitive to this, these should be kept short and minimize a lot of moving. If you need to move, then clear a space and don’t stay sitting while moving a character. Dr. Thomas Stoffregen from the University of Minnesota, says anywhere from 40 to 70% of people feel the incidence of motion sickness after only 15 minutes in VR, but these were done while sitting and with significantly worse tech then we have available now. Developers are now very good at creating experiences that are safe for people of all ages and mobilities. Better frame rates, better object design, better performance have helped, but also your own motion. If your character is moving in the game but you stay static in real life (for example, if you are tethered to a PC) your internal ear might feel a disconnect between what it is sensing and what your eyes are seeing. It is these different signals that can make you dizzy, just like when you try to read in a moving car. How to avoid this situation: Match the movement in the virtual world with your movement in the real world. For example, Epionia is doing a great job with its Therapeutic VR platform for seniors. They reported no nausea or vertigo in the 100’s of seniors they’ve worked with so far.
8. Virtual Reality discourages physical activity
Now this one makes me laugh too when I hear it. In fact, the newest standalone headsets allow for 6 degrees of freedom (6DOF) and encourage movement. My arm is still sore as I write this blog from my 60 minutes of archery yesterday with a team in Remio VR! In fact, try Beat Saber or basketball or even the tennis games and you will see that you get exercise without thinking to yourself, “how much longer to make my 30 minutes of physical activity and heart rate…” watching the time tick. Yes, some experiences are more static than others, but often still allow arm movements etc. Watching TV and sitting at a desk is much more destructive on your active lifestyle, this is definitive.
9. Virtual Reality gear is uncomfortable to wear
Yes…and no. Sure, today’s headset is bulky, can feel slightly weighty and takes a minute to adjust. However, it is much better than 2 years ago and will continue to slim down rapidly with the advances in battery and processing every 16 months. The Oculus company has an elastic band that is basically the culprit. I have purchased the elite strap that allows for the tightening and loosening of the headset with a dial like a bike helmet and this helps tremendously. Secondly, it does allow for glasses to be worn in the experience.
10. Virtual Reality is a fad or gimmick
And finally, nope. The VR revolution that arguably started and waned a bit in 2015, is surging to new heights and will remain a new active part of all learning in the workplace and in schools. It is important to note that the companies and schools taking steps to create a sustainable 5-year plan that strategizes the creation of the needed content will have far less trouble in the long-term when others jump in late to the game. This is especially true in student recruitment, HR training, and creating content for classes online. Mark my words: “VR and AR will meld. The technology in 10 years will make the web revolution look small by comparison and everyone will have their own visor to activate the technology. Holodecks will become a reality.” Today VEDX says, “we are early, we know it, but not long from today, we will be right on time with our preparations and brand.” I’m proud to be working with visionaries in this field across company lines.
Overall, the 10 misconceptions above are the most widely heard in my conversations. I hope that I was able to uncover a few insights in this blog. I believe in this technology and the benefits of using it on a widescale. I don’t believe in the data tracking taking place by the classic giant brands that have been hauled in front of congress before for their poor social ethics. We must all stand together to tell them that it is unethical and obscene to REQUIRE a personal profile for using hardware that we bought, for running that hardware on Wi-Fi that we pay for, and for them to make further money on our information. I know VEDX has found ways to assist educators with these questions of privacy – this is not a misconception in the market, and it requires every person to say “we have the right to exist in virtual reality without you knowing our every move.” #LEX #VRFreedom
Referral Resources:
https://www.vex-solutions.com/the-five-most-common-misconceptions-about-vr/
https://didjet.com/11-common-misconceptions-about-virtual-reality/
It's no secret that virtual reality is changing the way we consume media. But what effect does it have on learning outcomes in younger students? According to a recent study, virtual reality may be an effective teaching tool for children in K-6 grades. Students who used virtual reality learned and retained knowledge at a higher level than those who did not participate in the study. This is great news for educators!
Virtual reality is an effective tool for learning in young children for a variety of reasons. Virtual reality allows students to immerse themselves in the material they are attempting to master. This means that by experiencing it first-hand, they can learn more effectively. Virtual reality also helps to engage all the senses, which may aid in better learning outcomes. Finally, virtual reality may allow students to experiment with new ideas in a safe and controlled environment.
Virtual reality has many educational applications. In addition to the effects on learning outcomes, virtual reality may also be utilized to assist instructors in producing more effective lesson plans. It can also be used to provide students with more immersive instructional experiences. Virtual reality might help learners of all ages have a greater sense of enjoyment while learning.
The most immersive virtual reality (IVR) systems are known as immersive virtual reality (IVR) systems. These technologies enable user egotistic navigation, in which they view the digital world from within the context, develop a sense of presence and prominence, and enhance their perception of reality as the scene is continuously updated through head turns or bodily movements (Di Natale, Repetto, Riva, & Villani, 2020; Slater & Sanchez-Vives, 2016).
The study by De Natale et al. (2020), which includes 18 articles, suggests that the use of IVR improves students' academic performance and motivation to learn, providing proof that the opportunity to navigate and interact with these immersive systems may have aided learning object comprehension.
This is only a brief glimpse into how virtual reality is revolutionizing learning. Virtual reality will, without a doubt, continue to grow more popular in education as technology improves. We are just starting to scratch the surface of what virtual reality can accomplish for learning. Are you eager to see what virtual reality can do for education? Contact us today to learn more about how VEDX Solutions may help further develop virtual reality in education.
According to research by an Arizona State University special advisor, two-thirds of college students struggle to launch their careers following graduation. This pressing issue stems from a lack of either or both the soft and technical skills demanded by most employers.
College students can have a better grasp of what they want and expect from their future career through immersive and engaging virtual simulations. Read on to gain insights into virtual reality (VR) and extended reality (XR) solutions, and discover how they help address the skills gap as well as help students choose the right career path for them.
Virtual reality uses computer technology to recreate real-world experiences in three-dimensional (3D) environments. Using VR headsets, a head-mounted display, or multi-projected environments, users can explore the artificial worlds and interact with virtual objects.
VR often integrates audio and visual feedback to simulate real-world scenarios, but more modern versions now use haptic technology that enables sensory and force feedback.
Currently, VR is widely used in different fields, including entertainment, sports, military, education, and career training.
Below are some of the ways VR better equips students for workforce integration and the real world:
There’s only so much that students can learn from textbooks. VR technology encourages learning by doing which has a 75% retention rate compared to traditional lectures with only 55%.
For example, in the medical field, students can participate in simulated surgical procedures even before they begin their residency. It also enables them to study human anatomy virtually, without a cadaver.
Likewise, VR provides a consequence-free learning environment. By using virtual scenarios and people, students can develop technical skills which they can apply in the real world later on.
Virtual reality enables students to have hands-on experience in different careers, from a pilot navigating the skies to a nurse doing rounds in a hospital. This helps them gauge their interests before spending time and money on a curriculum.
VR is especially helpful for those interested in the medical field, as the Health Insurance Portability and Accountability Act (HIPAA) limits what interactions and information students can access.
A 2019 report by the Society for Human Resources Management revealed that 51% of its respondents felt that educational systems had yet to address the skills gap issue. The top missing soft skills are:
Virtual reality bridges the soft skill gap by creating immersive environments where students can hone their skills. They get to solve real-world problems that require collaboration, communication, critical thinking, etc.
In addition, they can record and replay simulations to review their performance and identify points for improvement.
Create innovative ways to train students for the real world by integrating XR solutions like VR into your higher education curriculum. Ready-to-use VR programs are helpful in stimulating an engaging and educational work environment for them. And, all they would need is a good working laptop.
Get VR solutions tailored to your students’ needs. Book a free discovery call with VEDX today.
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