There is a lot of potential for Virtual Reality (VR), Augemented Reality (AR) and Extended Reality (XR) to enhance learning in schools. This guide outlines some current projects at WAB, along with further readings and resources.
VR, AR & XR are developing quickly and becoming more accessible to learners. They have potential for experiential learning, empathy, creativity, design, connections across communities and much more.
Guide by Stephen for WAB. Image: Young tiger using VR headset, created with Playground AI DALL-E 2 AI art generator. More about AI.
VR/AR in ES is just getting started, and some examples we have tried so far include:
PYPx Students unboxing ClassVR and taking a field trip to some coral reef environments for their SDG-related inquiry into marine ecosystems.
Our fab MS Design Team have been trying some immersive & collaborative design tools using Oculus Quest 2 and Gravity Sketch as a VR CAD environment. This gives students the opportunity to design in shared 3D space, whilst being supervised and supported by their teacher.
Students also use CAD design tools such as TinkerCad to produce designs and models that can be 3D-printed and projected into an augmented reality space, so they appear to be in real environments.
MS Student learning Gravity Sketch using Oculus Quest 2.
As with all educational technologies at WAB, use of VR tools is carefully planned and managed safely.
Find out more on the Learn tab.
This example gallery used:
The Project was created in a Folder in Thinglink. Each asset uploaded is treated as a 'Scene'.