EDET 679 Week 4 How can immersive virtual reality enhance gamification?
“Virtual reality (VR) is an emerging possibility for delivering educational context and experiences to students,” according to Yap. The technology evolution has led to the creation and commercialization of devices allowing to create immersive experiences in the classroom (Spano, et.al, 2015). VR can enhance gamification in the classroom in many ways.
In recent years, VR devices have been designed to allow users to move freely in real life environment. Before, users had limited interaction not providing that illusion of reality. Having that option now to move openly in the virtual world is one of the ways it enhances gamification. The main benefits of VR in the classroom are (Chifor, et.al):
- The learning process has a higher level of interactivity being able to transform the user experience from passive to active.
- While immersed into the virtual environment, the user is protected from distractions from surrounding elements
- VR based learning can represent a great solution for situations where the teaching materials are very expensive or the conditions of training are very hard to reproduce in real world; a scenario that has been modeled with a high level of detail allows learners to interact with it, understand and follow best practice procedures or carry out complex scenarios with very reduced cost / trainee (as all the resources can be reused as many times as needed),
- and the interactive VR scenarios help the user gain knowledge, test his/her reactions in dangerous situations and test possible harmful scenarios in a safe environment, without being put at risk.
Learning is becoming more interactive, fun and social. According to Radsky, VR has a lot of potential for education. For instance, VR will improve education through collaboration and social integration, creating new experiences, increased student motivation, using stimulation as a management system, and creative learning (Radsky, 2015).
Gamification in the classroom can be enhanced by VR in so many ways. VR can give students that sense of immersion and interaction in whatever setting. Students will have that “sense of presence” where the subject really feels like they are in that environment, according to an article titled “What is Virtual Reality?”
I was inspired by Kate Hodges use of technology in her classroom. I can visualize secondary teachers incorporating Google Cardboard in their content area. As an elementary teacher I would have to find ways I can integrate it into my curriculum. I can see how VR can impact gamification in the classroom for all grade levels, in so many different ways.
Casu, A., Spano, L., Sorrentino, F., & Scateni, R. (2015). RiftArt: Bringing Masterpieces in the Classroom through … Retrieved September 27, 2016, from http://people.unica.it/riccardoscateni/files/2015/10/Casu2015RBM.pdf
Chifor, M., & Stefanut, T. (n.d.). Immersive Virtual Reality application using Google Cardboard and Leap Motion technologies. Retrieved September 26, 2016, from http://oaji.net/articles/2015/2024-1447175761.pdf
Radsky, A. (2015, June 19). Adopting Virtual Reality for Education | Alex Radsky … Retrieved September 27, 2016, from http://alchemylearning.com/adopting-virtual-reality-for-education/
What is Virtual Reality? – Virtual Reality. (2016). Retrieved September 27, 2016, from http://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
Yap, M. (n.d.). Running Head: GOOGLE CARDBOARD FOR A K12 SOCIAL STUDIES … Retrieved September 27, 2016, from http://scholarspace.manoa.hawaii.edu/bitstream/10125/40604/1/LTEC-690-Yap-Scholarspace.05.04.16.pdf