With Facebook and Google entering the Virtual Reality (VR) technology market we are finally seeing the mainstream availability and adoption of VR within the classroom / laboratory that research has been promising for over 25 years.
With a professional career covering Lecturing/Teaching, Visualization/VR, and Software Engineering, I will bring together a blended perspective of technological and pedagogical understanding to demonstrate VRs benefit to the education domain. Through review of technical and pedagogical research, and a variety of art and science related case studies, I will demonstrate where and how this technology has been successfully used, and that is does have a place within the classroom. I will suggest that the less mature technology of augmented (AR) and mixed reality (MR) will actually offer a broader environment offerring further scope for learning experiences. We are now in a position where we can offer guidelines of good practice and content that can be utilized to assist the introduction, and support of, VR / AR / MR and visualization within the classroom.
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