Virtual reality disruption: will 3-D technology break through to the educational mainstream?
Horn, Michael B.
PICTURE THIS: A student wears a set of goggles that transport her
from a classroom in Athens, Georgia, to the Parthenon, 5,600 miles away
in Athens, Greece. In an interactive, 3-D world, she peers up and down
each of the 17 columns on the temple's side and examines the fluted
shafts. She notes that they have no bases. It's easy to understand
the differences between Ionic and Doric architecture here: rather than
relying on textbook descriptions, those differences come to life before
her eyes.
The technology exists to make this scene a reality in classrooms
across America. And the conditions appear ripe, as well, which is
fueling the latest round of eager speculation about virtual
reality's readiness to break through to the educational mainstream.
[ILLUSTRATION OMITTED]
The question is whether we should believe the hype.
More Broadband, More Investment
First, schools are upgrading their Internet connectivity, which is
setting the stage for broadband-dependent virtual-reality learning. The
federal ConnectED initiative aims to bring broadband to 99 percent of
all U.S. schools by 2018, and progress has been swift. As of last year,
77 percent of schools had access, and the FCC has signed on to spend up
to $3.9 billion annually to close the gap.
Second, companies are bringing new devices to market that can
provide immersive educational experiences at affordable prices. And an
increasing number of providers are entering the market to offer virtual
reality experiences.
In March 2014, Facebook paid $2 billion to acquire Oculus VR, a
startup that offers a virtual-reality headset called the Oculus Riff. At
the time, Oculus claimed its big breakthrough would be in producing a
device that cost only $350--the product actually costs $600--yet would
provide a 3-D, video-based experience with gyroscopes and motion sensors
that would be comparable to devices that cost in excess of $10,000. Soon
after, Education Week published a glowing report, quoting a teacher in
Western Australia about his "awesome" experience using Oculus
devices to serve special-needs students with "meditative or
relaxation-oriented virtual-reality apps, such as Titans of Space, a
short guided tour of planets and stars."
In classic disruptive fashion, in September 2015 Google followed
the Oculus announcement by launching Google Expeditions at a group of
schools. The product consists of a cardboard viewer that costs $15,
which holds a smartphone and allows students access to more than 100
virtual field trips.
The Google Cardboard viewer works with elegant simplicity. Users
place their smartphone into the viewer, which houses a pair of 45mm
focal-distance lenses placed an optimal distance away from the
phone's screen. With compatible apps--such as the New York
Times' virtual-reality app--the lenses create a 3-D effect, and
scenes shift with users' movements. In January, Google launched a
beta app for its Android phones that allows students to use viewers to
explore historical sites with their own smartphone and tablet.
Further disruption appears imminent: Raw materials and designs are
for sale to enable users to create their own inexpensive viewers. And
affordable copycat cardboard and plastic viewers are also on the market.
The higher-end Riff is mainly associated with immersive gaming for now,
despite rumors that the company may consider giving Riff viewers to
schools for free.
From Tech Toys to Teaching Tools
In February, the Wall Street Journal took the hype one step
further, with a headline proclaiming, "Virtual Reality Learns How
to Get Into the Classroom." The article profiled the moves that one
education startup, Nearpod, is making to launch virtual-reality lessons
that allow students and schools to use their existing devices.
Nearpod provides interactive lessons that students and teachers can
view on their devices, distributes cardboard viewers for free, and sells
bulk software licenses for $2,000 a year. The 3-D experiences are
designed to supplement a teacher's traditional lesson plan by, for
example, allowing students to see objects situated in their home
location by mimicking Google Street View. The platform is the first
publicly and widely available virtual-reality tool for schools.
A critical question is whether teachers are ready and able to
incorporate virtual-reality lessons into their daily routines. One of
Nearpod's founders, Felipe Sommer, recently told EdSurge that he
believes that the key steps will be to provide professional development
and equip teachers to create their own content. For now, Nearpod is
creating model lessons to get teachers started.
Given the emerging evidence around the benefits of field trips (see
"The Educational Value of Field Trips," research, Winter
2014), one of the big areas of excitement is the potential to provide
students with virtual field trips to places they would never otherwise
be able to visit.
There are other potentially worthwhile applications as well. Wayee
Chu, a partner at Reach Newschools Capital, a venture-capital firm
focused on education technology, cited several, including empathy and
diversity training, supporting students with psychological and cognitive
disorders, and vocational training in "real" workplaces.
For empathy and diversity training, teachers could be prepared to
better understand the situations from which their students come, and
students could experience life as a member of another culture, race, or
gender, for example. Students with certain phobias could work on
overcoming them through encounters in virtual reality. And with a
growing emphasis on workforce training, students could be
"placed" in real situations where they experience what the
workplace might be like, from emergency-room settings to rescue
situations for firefighters. Sports teams could also use virtual reality
to place student-athletes in particular game situations to prepare for
uncommon but critical circumstances.
Hope or Hype?
This isn't the first time educators have speculated that
virtual reality would sweep through America's classrooms in force.
Aaron Walsh, the director of the Immersive Education Initiative,
founded the immersive education field in the 1990s. With the explosive
growth of online learning in the late 1990s and early 2000s, there was
widespread speculation that new online courses would soon incorporate
immersive environments. But it didn't happen. Internet bandwidth
constraints, limited devices, and struggles to fit virtual reality into
the traditional class period consistently held back virtual
reality's march into schools.
Then there was Second Life. At its peak in 2010, 1.1 million people
created accounts, adopted avatars, and played out their lives in this
online virtual world. Some educators built lessons around the program
and invited students to learn in the immersive environment, while others
held virtual conferences there. But as Second Life's users declined
over time, it faded from the popular imagination and educators'
lesson plans. What seemed like a transformation turned out to be a fad.
In addition, there are questions about the potential effects of
virtual-reality experiences on growing bodies and brains.
"No one really knows the impact or effects [of these
experiences] on the developing brain," said Chu, advising some
caution in how hardware headset manufacturers market to children.
"Like any new technology, you don't want your kid or adult in
front of the screen for extended periods."
Stanford University's Virtual Human Interaction Lab has been
researching this area for more than a decade, but it's still early
in the process. As Jeremy Bailenson, the director of the lab, told CBS
News in June 2015, "In general we don't know what happens when
a kid puts on a helmet." A 2009 study raises questions about
children's abilities to fully understand what they have
encountered; it found that about half of children who had experiences in
virtual reality recalled them as if they had occurred in the physical
world--a powerful but also troublesome finding.
Consumer headsets will likely continue to grow more affordable and
widely available in the years to come, with better performance and
expanded apps for their use. Still, their eventual impact on education
remains unclear. There are few initiatives to train or support teachers
to incorporate virtual reality into student lessons in meaningful ways,
and it's not certain that implementation could be done at scale.
Although the potential of such experiences to engage students is
intriguing, this isn't the first time we've heard the hype.
by MICHAEL B. HORN
Michael B. Horn is co-founder and distinguished fellow of the
Clayton Christensen Institute, a principal consultant at Entangled
Solutions, and executive editor at Education Next.