Sunday, February 20, 2022

Checking Out Tech: Want to Go On a Quest?

 Your Quest, Should You Choose to Accept It

My school has a set of Oculus Quest VR headsets a former Instructional Technology Coach was able to procure for us through a grant. The sad thing is, no one uses them! Perhaps people are intimidated, worried about students breaking them, or have simply forgotten they are there - hiding in the dark of the AV room. The quest today is to learn more about the Oculus Quest and how it could easily be used to take your students on quests of their own.

Source: https://tenor.com/view/onward-quest-brothers-adventure-lets-go-gif-17695113

What is the Oculus Quest?

The Oculus Quest is a VR headset which allows the user to experience a variety of virtual reality situations, simulations, and games. The Quest is an all-in-one unit which does not need a cellphone or computer in order to operate. There are even some apps which, once installed, do not need an internet connection to run. The Quest consists of the headset and two hand-held controllers. The battery is easily charged via USB cable. The only drawback to classroom usage is the space needed to safely use the Quest. Users set up a virtual Guardian, which is basically an area free of obstacles or other people. Ideally, teachers would only have a few student users at a time and they would have a space free of desks, chairs, etc. for students to set up their Guardians. An unused lab, gym, cafeteria, or black box would be the best possible locations within the school building.

Oculus Quest

Quest Uses Based on the RAT Model

RAT stands for Replacement, Augmentation, and Transformation and can be used to plan and assess the implementation of technology within the classroom. Below are some instructional uses for the Oculus Quest based on this model.

Replacement

To be honest, with the level of technology used in any VR headset, it is almost difficult to just use the headset as replacement for a typical, non-digital lesson or activity within the classroom. However, some potential ideas involving using the Quest to allow students to view videos related to content which they would normally view as a whole class. Using YouTube's VR app, you can view videos hosted on YouTube. 

Amplification

This next level of implementation is where things get fun. There are a wide variety of apps and experiences available on the Quest which can amplify experiences in a variety of content areas. The sky is truly the limit (along with your app purchasing budget). One more obvious example is to use the Quest to take VR field trips. Content creators such as National Geographic, Atlas Obscura and the Smithsonian all have apps available to take users all over the world. Students can explore museums, landmarks, and natural wonders in VR from wherever your classroom is located. Because of the VR nature of these experiences, students are immersed in the location in a way far above watching a video or exploring the location on something like Google Earth. There are also apps created by individual entities - students can explore the Anne Frank House Museum in Amsterdam, the International Space Station, or even Chernobyl - all in VR from the classroom. 

With the impacts of Covid and the sheer cost of out-of-state field trips, these VR field trip possibilities augment what a teacher could normally present from the classroom with readings, pictures, videos, and maps. 

VR Field Trip Apps

Another example of using VR to amplify student experiences is by using one of the language learning apps. Students are able to hear, see, and then speak a variety of languages in a VR environment. This is basically like DuoLingo placed in a more real world setting with more immediate and realistic feedback.

Transformation

The real power of a VR headset like the Oculus Quest comes in the ability to completely transform student experiences through a variety of VR simulation apps. These simulations are applicable to a variety of content areas from science (human body simulation which allows students to cut through skin tissue or dissect a human heart) to physical education (students can play and participate in a variety of sports i.e. table tennis or even practice physical agility and rhythm through apps like Beat Saber) to communications and business in apps which simulate speech giving or working in the food and beverage industry.

Because of the immersive experiences these apps can provide, student experiences are transformed into something as close to reality as possible without the difficulties setting up a real-world simulation would create. Students from upper elementary and onward can have transformative experiences across a wide range of subject areas. 

For a better visual idea of some of the potential experiences available through the Oculus Quest, check out the YouTube video below:


Quest Difficulties

Many teachers who have not experienced VR for themselves may feel intimidated or exhausted just thinking about introducing these to students and working through the potential technical difficulties which could occur. However, if your school has been able to find funding to purchase any VR headset, it is well worth the time and effort to get these onto the heads of your students. Paid apps do present another funding expense, but many of the educational apps are free or $5.00 and under. The experiences these apps allow is well worth the time and expense.

To help with ideas and difficulties, I will link a few sites and blog posts below which I have found valuable during my VR exploration.

Oculus Education Experiences - This is Oculus' curated app section with apps geared toward a variety of educational content areas.
EdTech Magazine Article - This article is not specifically about the Oculus Quest, but presents information on the use of VR/AR within classrooms and how these devices to help students from critical thinking to soft skills.
Oculus VR for Good - Oculus' site which has a variety of blog-style posts about the uses of VR in education and stories behind specifics apps.
ISTE AR & VR in the Classroom - This article from ISTE discusses the use of AR and VR in the classroom with a linked video on using AR with autistic students. A list of links to many different AR and VR resources is included after the brief article.

I hope you find these ideas and resources helpful! VR does have a bit of a learning curve, but the I think the time and energy invested is well worth it when teachers and students see the variety of experiences and resources made available through this technology.

References:

BMF Show [BMFVR]. (2020, March 26). Oculus quest educational games | learning in VR [Video]. YouTube. https://www.youtube.com/watch?v=Uot5AAAcVIk

Hughes, J. E. (2019, December 9). R.A.T. model. Dr. Joan E. Hughes | TechEdges | Technology Integration Research. Retrieved February 13, 2022, from https://techedges.org/r-a-t-model/

1 comment:

  1. Hello, Ann!
    What an awesome piece of technology! I promised myself that I could get an Oculus when I graduate from this MLIS program. I thought about selecting this piece of tech for my topic, but I knew that I would talk myself into getting one for research purposes! Understand that I would not get any coursework done! I honestly didn’t think about the educational benefits and possibilities of the Oculus, but after watching the video you shared, I am very excited. The Oculus is an excellent piece of technology for applying the R.A.T. model. Virtual dissection is a great replacement for physically dissecting animals because of the cost, the subjects, and the ability to repeat and “do-over.”
    Great Blog, Ann! Now I’m talking myself into getting one for my son! (Not me, of course!)
    Jennifer

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