How does one virtually augment their students reality in education?
This week, the ‘two man show'(Logan and Bill) did a fantastic job presenting and getting me to consider Augmented Reality and Virtual Reality, something that’s been on the outermost edge of my peripherals (I mean, I knew it was there -who hasn’t seen Back to the Future?)
make action GIFs like this at MakeaGif
While reading Reede and Baliff‘s article this week, I found myself questioning, if virtual reality has been around and a possibility since about the 1950s, why has it just stayed on the ‘outskirts’ of the technology world? Why is it just now starting to make strides in the Ed tech world? And what are the implications of bringing this type of technology into the classroom?
One of the biggest things that concerns me, echoes Erin’s worry this week: Who is being left behind when we move toward implementing these technological advances? We know that a digital divide exists – so how can we effectively pursue these advances, if we do nothing to address the gap that exists?
One of the promising aspects of incorporating AR and VR within classrooms, is that there is potential for real-life problem solving to occur:
One of the major criticisms of instruction today is the low rate of far-transfer generated by presentational instruction. Even students who excel in educational settings often are unable to apply what they have learned to similar real-world contexts. The potential advantage of immersive interfaces for situated learning is that their simulation of real-world problems and contexts means that students must attain only near-transfer to achieve preparation for future learning –Dunleavy and Dede
That being said, I still question (and have been struggling with) how to appropriately scaffold the skills necessary to utilize this technology (including things like maker-spaces and coding), because, if I am implementing these things, my students are going to come with a wide skill set (from those who need to learn how to appropriately log into various devices, to those who are already able to execute these skills independently)?
Finally, after looking into VR and AR a little further, even though I’m questioning why it has taken so long to become prevalent, I found this TedTalk, which had me thinking a little more globally, and positively about the potential for growth in these tools.
It was this video, and the following quote from our readings this week, that have me thinking that perhaps we can aspire teach some higher level things with these tools after all.
Knowledge is embedded in the setting in which it is used; learning involves mastering authentic tasks in meaningful, realistic situations (Lave & Wenger, 1991). Learners build personal interpretations of reality based on experiences and interactions with others, creating novel and situation specific understandings. Dunleavy and Dede