{"id":1237,"date":"2021-11-11T16:58:00","date_gmt":"2021-11-11T16:58:00","guid":{"rendered":"https:\/\/cogitateandpercolate.com\/?p=1237"},"modified":"2026-06-29T14:13:57","modified_gmt":"2026-06-29T14:13:57","slug":"i-taught-one-of-earths-first-courses-with-the-oculus-quest-2","status":"publish","type":"post","link":"https:\/\/cogitateandpercolate.com\/?p=1237","title":{"rendered":"I taught one of Earth\u2019s first courses with the Oculus Quest 2."},"content":{"rendered":"<p>&nbsp;<\/p>\n<div class=\"separator\" style=\"clear: both;text-align: center\"><a href=\"https:\/\/blogger.googleusercontent.com\/img\/a\/AVvXsEhzizcPkcnE0yu2viISkihjw23XJYYDklhY8Xa864flPy0RHX6uZjiqclgdXCSY0sxFlojFnXwglfbAvML0ffk_Bu1NuS8GkegzTsA5H-QozkuVcNgn0CSATwomnwsRUTwwOtZhst_z4KNsAVe6XXhzXtTll_7c-6djHSr8Hd2ybRBUH0A3u7H3NzEQ=w640-h426\" style=\"margin-left: 1em;margin-right: 1em\"><img decoding=\"async\" border=\"0\" data-original-height=\"720\" data-original-width=\"1080\" height=\"426\" data-src=\"https:\/\/blogger.googleusercontent.com\/img\/a\/AVvXsEhzizcPkcnE0yu2viISkihjw23XJYYDklhY8Xa864flPy0RHX6uZjiqclgdXCSY0sxFlojFnXwglfbAvML0ffk_Bu1NuS8GkegzTsA5H-QozkuVcNgn0CSATwomnwsRUTwwOtZhst_z4KNsAVe6XXhzXtTll_7c-6djHSr8Hd2ybRBUH0A3u7H3NzEQ=w640-h426\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/426;\" \/><\/a><\/div>\n<\/p>\n<p>Oculus Quest 2 VR headset, Photo by Remy Gieling on Unsplash<\/p>\n<p>&nbsp;<\/p>\n<div class=\"reader-article-content\" dir=\"ltr\">\n<p>Here&#8217;s how that went.<\/p>\n<hr \/>\n<p>First, I can\u2019t provide a reference that this course,<b> Introduction to Virtual Reality<\/b> out of the <a href=\"https:\/\/unity.edu\/about\/innovation-lab\/extended-reality\/\" rel=\"nofollow noopener\" target=\"_blank\">Unity College XR Innovation Lab<\/a>, was <i>the <\/i>first, but given:<\/p>\n<ol>\n<li><b>The timing:<\/b> <a href=\"https:\/\/www.oculus.com\/blog\/introducing-oculus-quest-2-the-next-generation-of-all-in-one-vr-gaming\/\" rel=\"nofollow noopener\" target=\"_blank\">The Oculus Quest 2 was introduced<\/a> on September 16 and shipped out on <b>October 13, 2020<\/b>.<br \/>\n The Oculus Quest 2 is an upgrade of the original Oculus Quest. I used<br \/>\nthe original Quest during course development and had access to a Quest 2<br \/>\n during the actual course run. As course development progressed, I did<br \/>\nnot know definitively that the Quest 2 would be the selected headset<br \/>\nuntil late in the process.&nbsp;<\/li>\n<li><b>The opportunity:<\/b><br \/>\nCollege semesters tend to most often be trimesters (3 per year). The<br \/>\nQuest 2 launched mid-autumn semester. The first opportunity to start a<br \/>\ncourse, then, would be winter\/spring semester starting January 2021. My<br \/>\n5-week course squeaked in there between <b>February 22 and March 28, 2021<\/b>. Therefore, it is fair to say this course was <i>one of the first<\/i> because there really wasn\u2019t much opportunity for other courses to launch and run before this one.&nbsp;<\/li>\n<\/ol>\n<p>I<br \/>\n do not write about the learners in any identifiable way. I write this<br \/>\narticle from the perspective of the designer and instructor and I write<br \/>\nit for other potential virtual reality (VR) headset-using instructors.<\/p>\n<p>I\u2019m going to call the VR experiences (games) apps since that term is current and understandable.&nbsp;<\/p>\n<p>First,<br \/>\n I will explain the course design and decisions. Next, I will name the<br \/>\napps used. Finally, I\u2019ll explain the use of a device management (DM)<br \/>\nsystem.<\/p>\n<h3><b>Course Design<\/b><\/h3>\n<p>In<br \/>\n the design and development of this course, I played the role of the<br \/>\nSubject Matter Expert (SME) and instructor introducing first and second<br \/>\nyear college learners to virtual reality. Interestingly, I am an<br \/>\nInstructional Designer by degree and interest, so this was a bit meta<br \/>\nfor me; designing a course on design. However, I was assigned a Senior<br \/>\nInstructional Designer and they had a process, timeline, and confidence<br \/>\nin Canvas. We got along <i>fabulously <\/i>and we finished ~80 hours of development on time.&nbsp;<\/p>\n<p>We did a <a href=\"https:\/\/instructionaldesigninstitute.mykajabi.com\/backwards-design\" rel=\"nofollow noopener\" target=\"_blank\">backwards by design<\/a><br \/>\n approach (don&#8217;t know what that is? Visit my honored friend Dr. Luke<br \/>\nHobson&#8217;s Instruction Design Institute course) to building these pieces:<\/p>\n<ol>\n<li>Designed the final project.<\/li>\n<li>Cut the project into chunks with an assignment due each week.<\/li>\n<li>Wrote the weekly lessons.<\/li>\n<li>Finalized the assignments and discussion prompts.<\/li>\n<li>Completed learning resources (intro videos, handouts, examples).<\/li>\n<\/ol>\n<p>I<br \/>\n also worked with the person responsible for advocating for this new<br \/>\ncourse to the college. They oversaw the place of this course within the<br \/>\ncollege\u2019s mission and programs. We worked on selecting the apps that<br \/>\nwould be preloaded on the headsets. Also, they played the role of<br \/>\nteacher assistant in the course for tech support questions and they ran<br \/>\nthe entire DM process.<\/p>\n<p>We started gathering ideas of which apps we<br \/>\n would include. Since we didn\u2019t know which headset (or even if we would<br \/>\nhave a headset requirement) we started with the \u2018free\u2019, \u2018easy-to-access\u2019<br \/>\n VR apps first. I came in with a good background in 2D VR choices and<br \/>\nthey had a few ideas from 3D VR choices. Both of us made sure to include<br \/>\n a wide range of apps as we wanted the course to appeal to many<br \/>\ndifferent college majors. We scoped out apps ranging in feel (not too<br \/>\nmany first person shooters) and content (apps that were related to fun<br \/>\nor work).<\/p>\n<h3><b>Why teach VR&nbsp;design?<\/b><\/h3>\n<p>Why is there value in teaching design?<\/p>\n<p>It\u2019s<br \/>\n the first step in an efficient and focused effort at getting to a goal.<br \/>\n It is rare that organizations and individuals spend <i>time <\/i>on <b>design (aka mission or purpose<\/b>). People want to rush past it with the hand wave approach and say \u201cyes, yes, I already know I <i>want <\/i>to include VR, let\u2019s get down to exactly<i> this <\/i>VR! Let\u2019s start!\u201d&nbsp;<\/p>\n<blockquote><p>The<br \/>\n point of a good design foundation is that it is like the rudder on a<br \/>\nship or the hypothesis to a scientific experiment; it guides you.<\/p><\/blockquote>\n<p>A<br \/>\n good design will provide guidance later when decisions arise. If you<br \/>\nare clear on your purpose, then making later decisions becomes easier<br \/>\nbecause you just evaluate which choice leads you along the path towards<br \/>\nyour mission or purpose.&nbsp;<\/p>\n<p>For example, I worked on a VR project<br \/>\nthat had accessibility and \u201chold up to 1,000 simultaneous avatars\u201d as<br \/>\nits top design specifications. Those elements were key. So as I<br \/>\nevaluated VR choices, we found VR choices that were:<\/p>\n<ul>\n<li>Gamified<\/li>\n<li>Popular<\/li>\n<li>Supported by great tech&nbsp;<\/li>\n<li>Creative<\/li>\n<li>Cheap<\/li>\n<li>Gender-neutral<\/li>\n<\/ul>\n<p>But<br \/>\n notice\u2026none of these choices were the design elements we valued in the<br \/>\nproject. So these would have been the wrong choices; possibly fun<br \/>\nchoices, but wrong and regrettable. By staying focused on our mission,<br \/>\nwe maximized the chance of meeting our user experience expectations.&nbsp;<\/p>\n<p>So teaching design for the purpose of <b><i>valuing design <\/i><\/b>ends up creating better products with more user satisfaction and better prices. Win-win.<\/p>\n<h3>But what to teach in&nbsp;design?<\/h3>\n<p>One of the first problems to pop up for me was content overload. These are some initial topics considered:<\/p>\n<ul>\n<li>Objective\/Purpose \u2014 what does the experience claim to do\/what does it really do<\/li>\n<li>Accessibility \u2014 tech\/platform, modification ability, sounds, text, screen<\/li>\n<li>User Control\/Avatar Creation \u2014 privacy\/controls\/independence<\/li>\n<li>Presence\/Immersion \u2014 feeling of being there? Feeling of being inside the avatar?<\/li>\n<li>Deep Play\/Flow \u2014 does the experience fully engage the user?<\/li>\n<li>Narrative \u2014 Does the experience appear to bring the user along?<\/li>\n<li>Tech factors \u2014 platform\/latency\/updates<\/li>\n<li>Navigation\/Menus \u2014 1st 30 seconds, how to exit, how to move<\/li>\n<li>Manipulation\/Change \u2014 how does the user impact the experience<\/li>\n<li>Motivation\/Gamification \u2014 why would a user use this past 30 seconds?<\/li>\n<li>Social sharing \u2014 how do users use this together?<\/li>\n<\/ul>\n<p>Each one of those topics could be a whole course.<\/p>\n<p>The<br \/>\n next problem that we were running into was selecting which apps to<br \/>\nincorporate and keep the costs down. We aimed for less than $50 of apps<br \/>\nper learner.<\/p>\n<p>We also had to keep one eye on accessibility. Because<br \/>\n the learners were going to get a headset shipped to them, the college<br \/>\nsent early strong advice that the learners were <b><i>opting in<\/i><\/b> to this experience, it was not being done<b><i> to them<\/i><\/b>.<br \/>\n We constantly kept in mind the concern that a learner might have a bad<br \/>\ncase of vertigo and be unable to don the headset after Week 1.<\/p>\n<p>The<br \/>\n solution of what to cover in the course versus what apps to pick (and<br \/>\nhow to plan for emergencies)was my favorite part of the course design.&nbsp;<\/p>\n<p>You can view the design in the <b>Course design: Introduction to virtual reality, Spring 2021 <\/b>diagram below. Time progresses from the bottom up each week.<\/p>\n<p><\/p>\n<table align=\"center\" cellpadding=\"0\" cellspacing=\"0\" class=\"tr-caption-container\" style=\"margin-left: auto;margin-right: auto\">\n<tbody>\n<tr>\n<td style=\"text-align: center\"><a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEjvxaR6S9mMdbN80n7D1OtP-57y7leJqF3I2DwJ0fC_osfoWgIFvL2fUfvhvchDaaOeeR9ZDYnSXaf4vnCL_cr70kCUCr9mTPIi5lH0idUomnF3aJJwXHYtlbntq7uv36YzW4yaMtYrOV16CL9bfHJUWw_ne8qF2Y-NMMCZct-s8sT8FtBUMVSWNBlKShk\/w640-h360\/VR%20Course%20Design.png\" style=\"margin-left: auto;margin-right: auto\"><img decoding=\"async\" alt=\"Diagram showing five layers to the course design explained in the text. Shows that each week, a series of design thinking steps took place. The apps used in the course could be moved in and out with no harm to the overall course.\" border=\"0\" data-original-height=\"720\" data-original-width=\"1280\" height=\"360\" data-src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEjvxaR6S9mMdbN80n7D1OtP-57y7leJqF3I2DwJ0fC_osfoWgIFvL2fUfvhvchDaaOeeR9ZDYnSXaf4vnCL_cr70kCUCr9mTPIi5lH0idUomnF3aJJwXHYtlbntq7uv36YzW4yaMtYrOV16CL9bfHJUWw_ne8qF2Y-NMMCZct-s8sT8FtBUMVSWNBlKShk\/w640-h360\/VR%20Course%20Design.png\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/360;\" \/><\/a><\/td>\n<\/tr>\n<tr>\n<td class=\"tr-caption\" style=\"text-align: center\">Copyright Heather Dodds 2021. All rights retained.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<div class=\"slate-resizable-image-embed slate-image-embed__resize-full-width\"><\/div>\n<p>You should spy:<\/p>\n<p>Bottom Row:<b> The Design Thinking Model&nbsp;<\/b>:<br \/>\n Empathize, Design, Ideate, Prototype, and Evaluation\u2014 the week by week<br \/>\ndesign of the course followed these steps (5 steps in 5 weeks)<\/p>\n<p>Second Row: <b>The<\/b><a href=\"https:\/\/youtu.be\/1rMnzNZkIX0\" rel=\"nofollow noopener\" target=\"_blank\"><b> Pixar Narrative Plot model<\/b><\/a><b> <\/b>(simplified): Introduction, Set the Scene, Dilemma, Crisis, Change, and Resolution&nbsp;<\/p>\n<p>Third Row: <b>The Course Final Project <\/b>cut into chunks<\/p>\n<p>Fourth Row: <b>The Four VR Design Elements<\/b> that we decided to focus on \u2014 Function, Narrative Plot, Immersion, and Interface.<\/p>\n<p>Fifth Row: <b>The Apps<\/b> selected to align with a Design Element.<\/p>\n<p>As such, students worked through a design plan while learning about design planning. <b><i>The apps worked independently of the course, then<\/i><\/b>. It is easier to think of it in two main layers:<\/p>\n<ol>\n<li>The<br \/>\n project \u2014 all parts of the assignments lead up to the completion of a<br \/>\n3\u2013minute video mock of the planned VR experience (Make an \u201cad\u201d, Persona<br \/>\nand Plot, Ideate, Storyboard, Video).<\/li>\n<li>The apps \u2014 all of the experiences were tested for appropriateness towards a specific design element.<\/li>\n<\/ol>\n<p>The<br \/>\n in-between layers are all commonly recognized design elements. They<br \/>\nbecome the grease that slips the main layers past each other.&nbsp;<\/p>\n<p>Does one app fail or go offline?&nbsp;<\/p>\n<p><i>No worries, slip in another one that addresses the same design element.<\/i><\/p>\n<p>Does a learner not finish their Week 2 assignment on time?<\/p>\n<p><i>No worries, the course is modular, they can proceed to the Week 3 apps while they catch up on the project.<\/i><\/p>\n<p>Aren\u2019t these apps just for fun?<\/p>\n<p><i>No,<br \/>\n I picked specific apps for specific design elements and prompted the<br \/>\nlearners to evaluate that element and discuss it within the course. Just<br \/>\n saying an app was \u201cfun\u201d was asking to fail the course discussion.<\/i><\/p>\n<p>By<br \/>\n using these layers, any problems with app cost, procurement, running of<br \/>\n the app, or learner problems would not stop the entire success of the<br \/>\ncourse.<\/p>\n<p>To explain the diagram, I\u2019ll give one example from Week 1.<\/p>\n<p>We<br \/>\n set up the course as a design cycle. Learners were going to make<br \/>\nportfolios describing a future VR experience. The first step they needed<br \/>\n to take was to empathize with their future VR app users.&nbsp;<\/p>\n<blockquote><p>Before they defined their users,<b><i> they had to first be a user<\/i><\/b>.&nbsp;<\/p><\/blockquote>\n<p>So, after safely unboxing and setting up their Oculus Quest 2, it was time for headset on and into some VR!<\/p>\n<p>They<br \/>\n were asked to do three of these apps (below), talking out loud to<br \/>\nthemselves throughout the experience and then reporting back in a<br \/>\ndiscussion prompt. Every observation is valid. They were tasked with<br \/>\nevaluating function; how well did the app actually utilize the virtual<br \/>\nreality medium? Could the experience have been done any other way<br \/>\nequally as well? What stood out as amazing? (There were many more<br \/>\nprompts to help them understand how to evaluate the VR design element of<br \/>\n function.)<\/p>\n<ul>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/1863547050392688\/\" rel=\"nofollow noopener\" target=\"_blank\">Oculus First Steps<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/2046607608728563\/?ranking_trace=0_2046607608728563_SKYLINEWEBQUESTSEARCH_1qnGVWfXaBp5Amnp5\" rel=\"nofollow noopener\" target=\"_blank\">Nat Geo \u2014 Antarctica<\/a><\/li>\n<li><a href=\"https:\/\/sidequestvr.com\/app\/1408\/the-naturalists-workshop\" rel=\"nofollow noopener\" target=\"_blank\">Naturalist Workshop<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/2359857214088490\/?ranking_trace=0_2359857214088490_SKYLINEWEBQUESTSEARCH_1uvGqsRzlBOtOkP2B\" rel=\"nofollow noopener\" target=\"_blank\">Titans of Space?<\/a><\/li>\n<li><a href=\"https:\/\/sidequestvr.com\/app\/85\/deisim\" rel=\"nofollow noopener\" target=\"_blank\">Deisim<\/a><\/li>\n<\/ul>\n<p>One<br \/>\n of the items that learners could have noted is that it is not easy to<br \/>\ngo to Antarctica. It is expensive and dangerous. Once there, learners<br \/>\nmay never have kayaked or used an expensive camera. It is unlikely<br \/>\nthey\u2019ve ice-climbed. All of these are <b>affordances<\/b> that<br \/>\nvirtual reality gives that no other current experience can replicate.<br \/>\nThe closest is a 360 degree video, but those often come with little<br \/>\ninteraction, you can\u2019t actually paddle your kayak, or pick up a camera<br \/>\nand take photos. Therefore, the function of this VR app is high; it is<br \/>\nappropriately using VR to offer an experience.<\/p>\n<p>&nbsp;<\/p>\n<table align=\"center\" cellpadding=\"0\" cellspacing=\"0\" class=\"tr-caption-container\" style=\"margin-left: auto;margin-right: auto\">\n<tbody>\n<tr>\n<td style=\"text-align: center\"><a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhpW-fpDwLXKv6eumlCYjzt4BZ_WRuX6dzY0DI062jrL9YUId__kXqBZcHMN9WVXH3e8NvW7KkTIFARDPlXLebXMlqUh_8IsRMjknJlJmssKAIhLTuv2SA8UpI7XvTSD_Xd8-ov618sIKsp2tCxvWdufmLQXymztwxzfMwTIMrb8qvVr3gFuix6h8onPlg\/w640-h366\/nat%20geo.png\" style=\"margin-left: auto;margin-right: auto\"><img decoding=\"async\" alt=\"Capture from inside of National Geographic Antarctica VR Experience, with the user in a kayak looking at whales in the water.\" border=\"0\" data-original-height=\"964\" data-original-width=\"1687\" height=\"366\" data-src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhpW-fpDwLXKv6eumlCYjzt4BZ_WRuX6dzY0DI062jrL9YUId__kXqBZcHMN9WVXH3e8NvW7KkTIFARDPlXLebXMlqUh_8IsRMjknJlJmssKAIhLTuv2SA8UpI7XvTSD_Xd8-ov618sIKsp2tCxvWdufmLQXymztwxzfMwTIMrb8qvVr3gFuix6h8onPlg\/w640-h366\/nat%20geo.png\" width=\"640\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 640px; --smush-placeholder-aspect-ratio: 640\/366;\" \/><\/a><\/td>\n<\/tr>\n<tr>\n<td class=\"tr-caption\" style=\"text-align: center\">Taken inside of National Geographic Antarctica VR Experience.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><\/p>\n<p>After<br \/>\n this, students had to create an advertisement of their own planned VR<br \/>\nexperience. So they had to already have some of the feelings of their<br \/>\nusers to get ready to market their idea to other users.<\/p>\n<p>Additionally,<br \/>\n week by week, learners would get exposed to increasingly more<br \/>\nsophisticated evaluations so that they would be able to begin to<br \/>\ndiscriminate between what was good and what was bad about any VR<br \/>\nexperience. The point was not to finish the course with learners that<br \/>\nlove VR. The point was to make learners who can pick and choose and know<br \/>\n how to find VR that works for themselves and their ideas.<\/p>\n<h3>Which apps?<\/h3>\n<p>We selected and planned for ~4\u20135 VR apps per week.&nbsp;<\/p>\n<h3>Week 1 \u2014 Function<\/h3>\n<ul>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/1863547050392688\/\" rel=\"nofollow noopener\" target=\"_blank\">Oculus First Steps&nbsp;<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/2046607608728563\/?ranking_trace=0_2046607608728563_SKYLINEWEBQUESTSEARCH_1qnGVWfXaBp5Amnp5\" rel=\"nofollow noopener\" target=\"_blank\">Nat Geo \u2014 Antarctica<\/a><\/li>\n<li><a href=\"https:\/\/sidequestvr.com\/app\/1408\/the-naturalists-workshop\" rel=\"nofollow noopener\" target=\"_blank\">Naturalist Workshop<\/a>&nbsp;<\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/2359857214088490\/?ranking_trace=0_2359857214088490_SKYLINEWEBQUESTSEARCH_1uvGqsRzlBOtOkP2B\" rel=\"nofollow noopener\" target=\"_blank\">Titans of Space?<\/a><\/li>\n<li><a href=\"https:\/\/sidequestvr.com\/app\/85\/deisim\" rel=\"nofollow noopener\" target=\"_blank\">Deisim<\/a><\/li>\n<\/ul>\n<h3>Week 2 \u2014 Narrative Plot<\/h3>\n<ul>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/2685959161497510\/?ranking_trace=0_2685959161497510_SKYLINEWEBQUESTSEARCH_1p34U3uX0zP15KQLq\" rel=\"nofollow noopener\" target=\"_blank\">The Line<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/2046607608728563\/?ranking_trace=0_2046607608728563_SKYLINEWEBQUESTSEARCH_1qnGVWfXaBp5Amnp5\" rel=\"nofollow noopener\" target=\"_blank\">Nat Geo \u2014 Machu Picchu<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/1946326588770583\/?ranking_trace=0_1946326588770583_SKYLINEWEBQUESTSEARCH_1Py3kkSKfC7VyFMDR\" rel=\"nofollow noopener\" target=\"_blank\">Notes on Blindness<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/2108775495884888\/?ranking_trace=0_2108775495884888_SKYLINEWEBQUESTSEARCH_2dHoz2MZHdExMc4FH\" rel=\"nofollow noopener\" target=\"_blank\">Vader Immortal<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/2121787737926354\/?ranking_trace=0_2121787737926354_SKYLINEWEBQUESTSEARCH_1vZdqcIXwEUoxaMI9\" rel=\"nofollow noopener\" target=\"_blank\">Traveling While Black<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/2082595615120854\/?locale=en_US\" rel=\"nofollow noopener\" target=\"_blank\">Bait<\/a><\/li>\n<li><a href=\"https:\/\/www.youtube.com\/watch?v=1EuVlN59CzQ\" target=\"_blank\">The Dummies Guide to Climate Policy<\/a>&nbsp;<\/li>\n<\/ul>\n<h3>Week 3 \u2014 Immersion<\/h3>\n<ul>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/2094303753986147\/?ranking_trace=0_2094303753986147_SKYLINEWEBQUESTSEARCH_161HesFpiLjJdBvMx\" rel=\"nofollow noopener\" target=\"_blank\">MissionISS<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/3895528293794893\/?locale=en_US\" rel=\"nofollow noopener\" target=\"_blank\">Alcove<\/a><\/li>\n<li><a href=\"https:\/\/hubs.mozilla.com\/Q9AengG\/art-gallery\" rel=\"nofollow noopener\" target=\"_blank\">Art Gallery in Hubs<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/1758986534231171\/?locale=en_US\" rel=\"nofollow noopener\" target=\"_blank\">Beat Saber<\/a><\/li>\n<\/ul>\n<h3>Week 4 \u2014 Interface<\/h3>\n<ul>\n<li><a href=\"https:\/\/sidequestvr.com\/app\/533\/dino-encounters-beta\" rel=\"nofollow noopener\" target=\"_blank\">Dino<\/a><\/li>\n<li><a href=\"https:\/\/sidequestvr.com\/app\/1317\/asl-fingerspeller\" rel=\"nofollow noopener\" target=\"_blank\">Fingerspelling<\/a><\/li>\n<li><a href=\"https:\/\/www.oculus.com\/experiences\/quest\/1758986534231171\/?locale=en_US\" rel=\"nofollow noopener\" target=\"_blank\">Beat Saber<\/a><\/li>\n<li>Forest HMD (a homegrown app about rabbit counting in the woods)<\/li>\n<\/ul>\n<p>I want to strongly emphasize that we chose and included these apps <b>for the design element per week<\/b>.<br \/>\n So as fun as Beat Saber can be, learners must report on the design<br \/>\nelements of the interface (The menus, buttons, and music- what worked,<br \/>\nwhat did not?) and the feeling of immersion (Were they really on a<br \/>\nplatform? Could they fall off? Was it light or dark? Do they have hands?<br \/>\n Do they have a stomach?<\/p>\n<p>In<br \/>\n hindsight, I\u2019d add more apps all through the five weeks because the<br \/>\nlearners really loved this part of the course. In week one, they were<br \/>\ndelighted. But by week five, they\u2019d lost their zest and were just<br \/>\nlooking to finish up. The device management process allows you to add<br \/>\nmore apps to the headset or switch them out, remember that. Just because<br \/>\n a learner has an app in week one does not mean that you need to<br \/>\nmaintain access.<\/p>\n<h3>Device management and&nbsp;privacy<\/h3>\n<p>The key problem that many instructors worry about is the fact that the Quest 2s, when released, <a href=\"https:\/\/www.oculus.com\/blog\/facebook-accounts-on-oculus\/\" rel=\"nofollow noopener\" target=\"_blank\">required the use of a Facebook account<\/a>.<br \/>\n I see this policy is changing and for the better. However, since we<br \/>\nwere at the front of using the Quest 2s right after they were launched,<br \/>\nwhat were we going to do? Many instructors felt that learners using<br \/>\ntheir own Facebook accounts for classroom activities was a violation of<br \/>\nprivacy in general. Personally, I will point out two thoughts:<\/p>\n<p>1.<br \/>\nMany researchers and educators rightly point out that use of VR headsets<br \/>\n for children under the age of 13 is pretty much not allowed by any<br \/>\nTerms of Service of any of the major VR providers. Providing adequate<br \/>\nprotection in VR is something that these companies cannot assure.<br \/>\nTherefore, bringing in school-age children into VR is something that<br \/>\nrequires more research and safeguards.&nbsp;<\/p>\n<p>2. As someone who has been<br \/>\n sexually harassed and bullied in real life situations, social media,<br \/>\nand virtual reality, personally identifiable VR accounts is a good<br \/>\nthing. Social media has played too fast and loose with privacy settings<br \/>\nand many perpetrators know that. I don\u2019t mind thinking that I\u2019m playing<br \/>\nagainst a specific real person on Beat Saber and vice versa. However,<br \/>\nI\u2019m an adult capable of taking responsibility for my own decisions and I<br \/>\n also realize that as an adult, I am a consumer of my educational<br \/>\nchoices. I can simply put the headset down and walk away. Personally,<br \/>\nI\u2019ve only ever designed VR for adults. This policy was a protection<br \/>\nmaneuver for the long game and I support it.<\/p>\n<p>I know educators<br \/>\nhated this requirement and rose up on arms about it. But it was not a<br \/>\nbattle that they were going to win immediately. They need to keep<br \/>\npushing for educational use in other ways within these platforms.<\/p>\n<p><a href=\"https:\/\/unity.edu\/about\/innovation-lab\/extended-reality\/\" rel=\"nofollow noopener\" target=\"_blank\">The Unity College XR Innovation Lab<\/a><br \/>\n used a device management service and the learners rented their Quest<br \/>\n2s. The DM created the accounts and we monitored what was going on with<br \/>\nthe headsets through the course (what apps were on the headset and last<br \/>\nused, battery charge, last time activated, etc.) In short, it worked for<br \/>\n this time period. In the future, it\u2019s probably better advice for an<br \/>\ninstitution to buy their own headsets.<\/p>\n<h3>Teaching narrative plot in&nbsp;design<\/h3>\n<p>Final<br \/>\n thoughts about teaching narrative plot (introduction, set the scene,<br \/>\ndilemma, crisis, change, resolution) so centrally to VR design \u2014 do I<br \/>\nregret that decision?&nbsp;<\/p>\n<p>No, but I\u2019ve thought about it a lot. Given<br \/>\nthe huge range of experiences possible in VR, was I correct in<br \/>\nemphasizing that my learners should be able to <b><i>deduce out<\/i><\/b> and <b><i>design in<\/i><\/b> <b>a narrative plot<\/b><br \/>\n in VR? I could have taught the course more technically (resolution,<br \/>\ndegrees of freedom, refresh rates) or from other perspectives like app<br \/>\npopularity or headset features. I\u2019ve really kicked this idea around with<br \/>\n my VR research colleagues and we\u2019ve found that any VR experience \u2018worth<br \/>\n its salt\u2019 will have these narrative plot features. Humans are pre-wired<br \/>\n to understand and love stories. We seem destined to always look for<br \/>\ncause and effect. We want to know why. Why does something happen? What<br \/>\ncaused it? What happens if I touch this?<\/p>\n<p>In VR headsets, the<br \/>\nlearner\/user is the ultimate cause of effects. From the first moment (I<br \/>\ntaught that the Introduction is basically the Oculus Store ad\u2026it is the<br \/>\nmoment when the learner previews what they are about to experience), the<br \/>\n learner is beginning to move through the story.<\/p>\n<p>Just donning a headset means that the learner is willing to be changed by the experience at hand.<\/p>\n<p>When the headset powers up from dark to light, set the scene has begun.<\/p>\n<p>Even<br \/>\n if the change and resolution happens far AFTER the headset comes off<br \/>\n(this is very true of workplace VR training or meditation apps), a<br \/>\nchange does happen to the learner. So the elements of narrative plot are<br \/>\n there.&nbsp;<\/p>\n<blockquote><p>After all, if virtual reality does not change you, why did you engage in it?<\/p><\/blockquote>\n<p>Now\u2026consider <i>yourself<\/i> introduced to teaching virtual reality.<\/p>\n<hr \/>\n<p><\/p>\n<p>Got<br \/>\n questions? Ask me! I have many more details like \u201cwhat did we plan if<br \/>\nstudents could NOT use the Quest 2?\u201d or \u201chow did you teach narrative<br \/>\nplot <i>in VR<\/i> since VR is so new?\u201d<\/p>\n<p>Please visit the <a href=\"https:\/\/unity.edu\/about\/innovation-lab\/extended-reality\/\" rel=\"nofollow noopener\" target=\"_blank\">Unity College XR Innovation Lab<\/a> for more information and first-of-their-kind courses.<\/p>\n<p>Best wishes on your own course!<\/p>\n<p>#OculusQuest<br \/>\n #VR #EdTech #TeachingInVR #CourseDesign #InstructionalDesign #Apps<br \/>\n#VRApps #VRGames #VRCurriculum #DeviceManagement #Privacy #Design<br \/>\n#Course #Experience #Learners #NarrativePlot #Elements #Reality #College<br \/>\n #Development #Process #Function #Immersion #Interface #Menus #Buttons<br \/>\n#VRSound #CreatingVR #DesigningVR #Layer #Storyboard #Persona #Pixar<br \/>\n#Storytelling #Accessibility<\/p>\n<p>Updated images, mostly deleted stock photos, on February 18, 2026<\/p>\n<\/div>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"entry-summary\">\n&nbsp; Oculus Quest 2 VR headset, Photo by Remy Gieling on Unsplash &nbsp; Here&#8217;s how that went. First, I can\u2019t&hellip;\n<\/div>\n<div class=\"link-more\"><a href=\"https:\/\/cogitateandpercolate.com\/?p=1237\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &ldquo;I taught one of Earth\u2019s first courses with the Oculus Quest 2.&rdquo;<\/span>&hellip;<\/a><\/div>\n","protected":false},"author":1,"featured_media":1238,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[104,464,153,291,463,167,161,341,27,26],"tags":[],"class_list":["post-1237","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-2d-vr","category-course","category-edtech","category-id","category-oculus","category-quest","category-quest-2","category-storytelling","category-vr","category-xr","entry"],"_links":{"self":[{"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/posts\/1237","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1237"}],"version-history":[{"count":1,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/posts\/1237\/revisions"}],"predecessor-version":[{"id":1241,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/posts\/1237\/revisions\/1241"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=\/wp\/v2\/media\/1238"}],"wp:attachment":[{"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1237"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1237"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cogitateandpercolate.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1237"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}