Tag: educational technology

  • Happy Twelvetide! 12 of My Most Favorite XR for Education Examples

    Happy Twelvetide! 12 of My Most Favorite XR for Education Examples


    Happy Twelvetide or the name you might recognize, The 12 Days of Christmas!
    For
    you, I’ve arranged 12 of my most favorite XR-for-education examples.
    These are virtual sites, simulations, companies, or concepts.

    But what’s a good story without some twists?
    – Some of these no longer exist. Let that twist your noodle. šŸ˜•
    – Some are concepts.
    – These were originally posted to LinkedIn as separate posts. This blog posts represents all 12 in one place (so buckle up, this will be long).

    Day 1 Heritage Key

    Happy Twelvetide! Number 1 on my 12 favorite
    XR-for-education list is Heritage Key by Rezzable. It was in Second Life
    and then Open Sim ~2008-2010, but no longer exists. Visitors could
    visit recreations of Stonehenge or the Valley of the Kings.

    My fav parts?

    Users **participated** in the building of Stonehenge. (THINK: NPCs
    giving instructions to quests in games.) Did you know that there were
    different versions of Stonehenge over thousands of years, including a
    wooden one?


    Time travel – The Stonehenge location (if I’m remembering it correctly)
    had “time travel” for visitors to go to Stonehenge in different times
    by directing users BACK to an underground Visitors Center where
    (unbeknownst to the visitors) the overhead scene would change and go
    forward ~500 years or something. Nice time travel technique!


    Avatar clothing. Each location offered avatars garb to wear appropriate
    to the builds (all of them, at once). I remember the choices where:
    Druid-theme, Thebes-theme, or Indiana Jones-theme. All a super fun way
    for users to keep playing along with “we are participating with” these
    locations. THINK: DRESS FOR THE JOB YOU WANT.

    Will
    someone resurrect this concept fully, please? It was so cool despite
    being from more than 10 years ago. And it outperforms a lot of XR for
    education even today.

    YouTube video from Heritage Key: https://www.youtube.com/watch?v=_SqTwaa0HVg

    IMAGE 1: Capture from Heritage Key of a clearing in a woods scene of a male avatar
    carrying a log to assist in the building of Stonehenge. A further
    female Indiana-Jone type character (that was me) is seen just behind.
    Circa 2010.



    IMAGE 2: Capture from
    Heritage Key tour that I believe Virtual Worlds Education Roundtable
    took back in 2010. Image shows a scene in Thebes between palaces and
    temples. Avatars are dressed in Egyptian, Druid, or Indiana Jones-like
    apparel.

    #VR #XR #vreducation #SecondLife #OpenSim #HeritageKey #Avatar #Stonghenge #ValleyOfTheKings #Participation #Best #Favorite #InstructionalDesign #Design #edtech

    Day 2 NASA goes to Mars



    Happy Twelvetide! Number 2 on my 12 favorite XR-for-education list is NASA goes to Mars!

    My fav parts?
    – Users had first person experiences walking around a Martian base in 2008.


    This kind of build checks every one of my ‘saves time, money, danger’
    boxes and as such, represents a great investment in XR. Experiences like
    this should be replicated.

    Yes, this
    is another defunct XR location, however there are still space clubs in
    Second Life and other platforms have picked up the gauntlet to recreate
    Mars, the Moon, and beyond.

    Is NASA
    done with virtual reality? Far from it. She’s just grown with the times.
    One of my favorite XR-for-education things that NASA has done recently
    is the First Woman graphic novel (comic book) demonstrating the
    diversity of thought that it will take to get successfully back to the
    moon. It’s XR-enabled and I’m happy to report that RT (the waving robot)
    has visited my living room.




    IMAGE 1: Capture from NASA CoLab recreation of
    the Victoria Crater on Mars. Capture credit: Eric Hackathorn, NOAA,
    February 22 2008. Source: https://lnkd.in/gWFu7aKn Image is in the public domain.



    IMAGE
    2: Capture from NASA website about First Woman. Comic book style scene
    from the angle of moon boots shows a nearby moon rover with a robot
    waving in the back seat.



    IMAGE 3: Capture of cover of the First Woman, NASA’s Promise To Humanity, Issue Number 1 Dream to Reality graphic novel.

    #XR #VR #NASA #CommanderCallie #RT #VictoriaCrater #SecondLife #CoLab #SpaceEducation #edtech #InstructionalDesign

    Day 3 Dinosaur Track Lab


     

    Happy Day 3 of the 12 Days of Christmas! Today’s favorite XR-for-education example is for the curious InstructionalDesigners out there, wondering ā€œhow do you design instruction in VirtualReality?ā€

    I
    suggest this example from the Grand Cache Tourism and Interpretive
    Centre, that I saw demonstrated by Mike McCready of Lethbridge College,
    Alberta. This is the  best example of instructions given in a VR
    experience that I’ve seen!

    I
    should disclose my judging bias– I have taken many science labs in my
    time and a good set of lab instructions is a good set of instructions.
    Full stop. So these are good instructions. Direct, to the point, and
    helpful for completing the task at hand. Not too much detail in the
    objects presented to the learners and completing the lab *should* be
    within the physical capabilities of VR controllers (grabbing, placing,
    brushing, etc). Modification of target sizes could be done for Accessibility.
    I’m guessing that the VR artist and developer, Benjamin Blackwell,
    transposed real life lab instructions. I could be wrong, maybe someone
    wrote these instructions for the VR experience. But hey, either way, it
    works!

    The
    backstory of this VR experience isn’t bad either as it DOES tick
    Heather’s boxes of saving time, money, and danger. The real world
    dinosaur footprints are up on a sheer rock face at an angle in a
    preservation area. Getting there takes time, doing a dinosaur imprint
    IRL costs money (for supplies), and the location itself is dangerous to
    learners (and to environmental & historical damage). (Source: https://lnkd.in/gcWjFBXb)

    There’s
    a chance I would suggest adding an element that increases the stress
    level for learners (what??) but that’s just to add a narrative to the
    experience. I would throw in an approaching thunderstorm that the
    learners have to boogie and get out of the site ASAP.  But hey, I like
    narratives with my educational XR.

    I do not endorse any Lethbridge College program.



    IMAGE: Capture showing entry instructions for VR controllers.

     

     



    IMAGE
    3: Capture of prep table for taking a plaster cast of a dinosaur
    imprint. Equipment on the table includes a bag to carry the supplies up
    to the footprint location.



    IMAGE 4:
    Capture showing that learners have to use a spray (I think it was an
    adhesive) to position the frame in place to hold the plaster.

     

     

     

    IMAGE 5: Capture of the user grabbing the wooden frame to place over the footprint.



    IMAGE 6: Capture from a Lethbridge College site showing the angled sheer rock face with the dinosaur footprints.

    #InstructionalDesign #VR #XR #InstructionsMatter #ScienceLaboratory #Dinosaur #PlasterCast #VirtualInstruction #edtech

    Day 4 VR for Distraction/Pain Management

    Happy Day 4 of Twelvetide, where I’m sharing 12
    of my XR-for-education favorites! Today’s example is a concept– XR for
    distraction/pain management.


    I’ll admit
    that this example is tangentially associated with education. But two of
    the three examples I’m sharing are targeted for children. So in a way,
    VR is part of helping the children learn to live healthier lives!

    1.
    VR Vaccines – using VR to distract children during vaccine
    administration. Combine this with the “Buzzy” concept and I think the
    entire fear of needles (for anyone) could be eliminated! https://lnkd.in/gQsn39W9

    2.
    VR in a MRI – LOVE this but it’s still experimental. My favorite part
    of this design is that the clicks and whir sounds are incorporated INTO
    the VR experience. (Learning what the “sounds” mean is part of fear of
    flying courses so I think this could be incorporated into future virtual
    reality fear of flying experiences too.) https://lnkd.in/gZ6xnPEz

    3.
    VR for pain management. There are several companies working on this and
    kudos to ALL OF THEM! But I’ll shine a light on my friend Heather Bucalos, RN
    and her advocacy of using it for hospital patients (https://lnkd.in/g8s7q4_y ). It looks like Beth Savoldelli
    has a new initiative coming up in 2024, the XR Impact Network. Best wishes to all!



    IMAGE
    2: Capture from inside VR Vaccines where the user is about to have a
    special stone placed on their arm at the same timing as a vaccination.
    The user is presented with a story about how the stone ā€œprotectsā€ them.



    IMAGE
    3: VR use during an MRI. Experimental but includes the typical sounds
    of an MRI and particularly helpful for children to stay still and calm
    during the procedure.

    InstructionalDesign VR XR PainManagement Distraction Pediatric CancerTreatment edtech #XRImpactNetwork

     
    Day 5 National Geographic Explore VR
     
    Clip from inside of National Geographic Explore VR with a pelican flying past.

     

     
    For Day 5 of Twelvetide, where I’m sharing 12 of
    my XR-for-education favorites, I list National Geographic Explore VR,
    whose name, perhaps in a clever move, puts the ā€œVRā€ in the right
    place…last.  It just HAPPENS to occur inside the media of VR, but the
    star of the show IS the Nat Geo content.

    My favs of this?

    This puts the explore in Explore VR. Basically if you want to use VR to go places, this is your golden ticket.

    Plus,
    there is an impressive story line (I’m referring ONLY to the Antarctica
    experience here): going from a ship, via kayak, to an ice shelf,
    climbing it, and then waiting out an Antarctic storm in a camp. 
    (Playthrough video here: https://lnkd.in/ggMtNxy8 )

    When I taught an Introduction to XR (Design) course using the Quest 2s (https://lnkd.in/gYi9RWCU),
    I placed Nat Geo as the very first experience in the course after the
    Oculus First Steps primer. I also framed it within the design element of
    Function. That is, does the experience take advantage of VR
    affordances? If not, could it be done some other way just as well?  In
    the case of exploring, there is a long history of high quality National
    Geographic TV shows. Could doing something in VR measure up?

    In
    this case, the learner has to paddle their kayak, choose and take their
    own photos (they are on a mission from Nat Geo, of course, to get
    photographs), and climb an ice shelf. Either way, it’s arm work!

    So
    the user is not simply a viewer as would be for a TV show. There are a
    few folks right here that would like to pipe up and state that the
    movement *causes* learning or as I saw it phrased the other day:

    ā€œIt
    feels more like an earned learned experience than something you
    passively learned about or were informed about,ā€ Bill Briggs, Deloitte
    CTO, told VentureBeat. ā€œThe retention and recall is just higher. Your
    brain is storing it in a different place.ā€

    That’s a bunch of horse hockey.

    Your
    brain is storing it in a different place? Oh, like that prepper
    pantry?  Experiences ARE experiences. Full stop. The brain encodes them
    exactly the same, whether they are in VR or IRL. What this person was
    doing was a backhand slap at traditional instruction (code word:
    passive), which (according to them) has been dreadful for ages.  On
    behalf of all teachers…thanks? (not really, grr)

    But
    I digress. Back to enjoying Nat Geo because they did a good job. It’s a
    good starter experience if you can afford it for your learners. It’s
    listed at US$9.99 in the Meta Quest store.





    IMAGE: Capture from inside of Explore VR looking down to see some whales in a small bay dotted with icebergs.



    IMAGE: Capture from the Meta Quest store of the purchase page from National Geographic Explore VR. 

     
    InstructionalDesign VR XR NationalGeographic Explore Antarctica Kayak Penguin Whale IceClimb Photography
     

    Day 6 VR for Conflict-Related Sexual Violence

    Trigger warning: today’s entry refers to sexual violence.

    I went to an entrepreneurial conference last year to speak on the topic of the metaverse. I know my ad hoc speaking style (which I enjoy but I lose my train of thought), so in advance I scribbled up a list of truly GREAT applications of virtual reality so that I could glance at it.  Today’s entry made that list. 

    A VR for conflict-related sexual violence (CRSV) pilot study includes everything from seeing a courtroom in advance, seeing visual assurances of identity protection, reenactments, and post trauma healing and comfort. I see it is still in the experimental stage but the results are about to come in.

    https://lnkd.in/gG7knz4y

    In September 2019, I was sexually attacked. I had to describe the event to the State Police three times. A friend rushed to me, took one look at me, and said that I was in shock. The shock goes on for a long time. I can only imagine what circumstances are like when sexual attacks occur as part of conflict or war.  Therefore, I wish this pilot Godspeed. 

    Good on yer to the sponsors: The Royal College of Art, Immersonal, Frontier Tech Hub, UK International Development, and the Office of the Prosecutor of the International Criminal Court.

    #VR #XR #BestUseCase #CRSV #SexualViolence #Crime #VictimProtections #RoyalCollegeOfArt #TechHub #UK #InternationalCriminalCourt

     

     

    Day 7 Tsunami Simulation from NOAA

     


    Day 7 from my 12 Days of Christmas favorite VR-for-education examples is a multi-step process. We have to time travel back. I’m going to stop our time machine at 14 years ago, the year 2010. NOAA had built their 2nd iteration of a tsunami simulation on their Second Life island, Meteora, that my old friend and colleague AJ Kelton captured in video here: https://lnkd.in/dCNDXnAH. (To see an even OLDER version of the same simulation, see video here https://lnkd.in/d2csDTyA) On the timeline, 2004 the Indian Ocean earthquake and tsunami was just 6 years prior when an estimated 227,000 people died (https://lnkd.in/du6sTWGt)

    OK, Heather, this looks chunky and old. What’s the deal?

    The point is that NOAA only built 5 experiences in VR– and a tsunami remained one of them (https://lnkd.in/dGD62bv6). I’m going to go out on a limb and state that NOAA thought it was *important* that humanity learn what tsunamis are and why you just can’t ā€œoutrun themā€.

    Why was XR a good choice for this particular natural hazard?

    Because in XR, the viewer can stand still and let the tsunami wash over them and get a hint at it’s height, power, and devastation. (Hat tip to the movie, The Impossible for their depiction here https://lnkd.in/dSx-PHnv). READ: Avatar height actually means something here.

    Time machine forward to 2011, March 11 and the Great East Japan Earthquake. (https://lnkd.in/djjVKSsP ) For the first time, humanity would see in real terms the devastation of a tsunami.

    Fast forward one more time to 2016 and simulations advanced to this stage (see video clip below). By now, humanity had begun to take tsunamis MUCH more seriously with early warning buoys, escape routes, and *hopefully* people evacuating the coast when it could happen. 

    Do you see the connection between SEEING what a tsunami could do and future safety? Humans have a habit of clinging to ā€œseeing is believing.ā€

    It is areas like this that hit my 3-item (time, money, danger) checklist hard and for the good: XR for reducing danger.

    In a sad twist, I’m late getting this posted on January 3 and another earthquake and tsunami occurred in Japan on the day I should have posted this, January 1, 2024. Thankfully, it appears that warnings went up fast and folks did evacuate. (Edit: I’ve now heard that at least 200+ people have died.)

    In summary, we can’t look at this Day 7 example outside of its historical context. More emphasis on the real dangers of tsunamis can save lives.

    #VR #XR #InstructionalDesign #Tsunami #Earthquake #Preparedness #NaturalDisaster #Awareness #EscapeRoute #Practice

    Day 8 Apart Gallery

    Day 8 of my Twelvetide favorite examples of XR-for-education is a true favorite. If you’ve never been in the metaverse, I’ll take you here first: the Apart Gallery.

    1. Surf to https://apartposters.com/

    2. Click on Virtual Gallery.

    3. Click on Join Room.

    4. Click Accept to agree to your avatar. (Yup, you can change it here if you want or you can change it later, either way. Because metaverse!)

    5. Turning on mics is optional so you can skip that if you want. Click on Enter Room.

    See? 5 Clicks.  And if you’ve been in before, it’s actually 4 clicks b/c  your browser will remember you.

    This is WebXR, the spatial web, or the immersive web. Names are not yet nailed down because it’s still relatively new.  You entered the metaverse with your browser. That doesn’t sound like much, but to gamers, it’s a big deal.

    Gamers are used to:

    – Large downloads

    – Required log-ins

    – Running extra programs for sound or dialog.

    – Turning off other programs to preserve memory and increase speed.

    – All kinds of special doohickeys.

    In this example, hosted by Mozilla Hubs, you don’t need to do any of that. You are free as a bird!  (Movement is with your W,A,S,D keys and your mouse).

    This *particular* example is on my list of favorites because of this ease of entry.  It’s the comfortable on-ramp into the metaverse. šŸš—

    But there is one OTHER reason why I take newbies to the Apart Gallery. It’s an art gallery and it’s a time capsule of a sliver of American time. The original gallery artwork was produced between February and April 2020. Think back to what we were doing then:

    – Social distancing

    – Stay home

    – Wash your hands

    We were NOT talking about immunizations, unnecessary lock downs, and vulnerable populations. We didn’t even know COVID could be airborne. The artwork reflects the public health propaganda of those months. I use that word NEUTRALLY, not in a negative way. (I’m FOR public health!!)  The word propaganda to me means ā€œrelaying an idea that you want someone to agree withā€. Another word might be ā€œrhetoricā€.  It’s fascinating to look back on what we were telling each other might work.  Truly, we have our own stories now, just like the haunting stories from the 1918 flu.

    The great folks at Paradowski Creative have since expanded the build so if you have time, wander around a bit. Not every version of the coming metaverse will be Second Life 2.0 ( šŸ˜ ).

    #VR #XR #InstructionalDesign #ImmersiveWeb #SpatialWeb #WebXR #ApartGallery #ApartPosters #Propaganda #SocialDistancing #WashYourHands #StayHome #Immunizations #Art #VirtualReality

     

    Day 9  The Naturalist’s Workshop

    Today’s entry in my 12 Days of Christmas favorite XR-for-education examples is an odd one. For all those independent projects, developers, and small teams slogging away on tiny VR experiences and wondering…does anyone notice this?

    My answer is YES.

    I received exposure to the Naturalist’s Workshop (from North Carolina State University and the North Carolina Museum of Natural Sciences https://lnkd.in/duyS4xaW ) via a colleague. While I’m sure it’s great for learning some basic tree identification (yes!) I liked it for the basic design and how I could use THIS design to teach some elements of basic spatial design to others.  How do you situate a learner in a virtual space? How close is everything? How far away? Does the learner have to walk?

    I didn’t use this experience with any instructions. It was just headset on, app on, and go. So I didn’t even know it had a name or purpose. I was plopped in a small clearing in a forest on a slightly elevated concrete-looking platform with a desk and some stuff.

    I did some basic spatial awareness practice. I looked at my hands. I looked at my feet. I looked to the front, to the left, to the right, behind me, below me, and above me (oh! Nice opening the tree canopy). I looked at my stomach (missing. huh.) So users have no avatars. But they don’t need them to identify trees, do they? Even though the area is closed in, it did NOT feel claustrophobic at all…because trees just fade off into the distance. The color theme is a bright spring green. The platform had a low knee-level wall and 2 gaps for going out into the forest (cough, expansion plans please!)

    I bent down and looked under the desk and then discovered that the desk drawers do open! Hey there is stuff inside! So I started to pick those things up and when I placed them on the desk, something happened. Sometimes, I was temporarily transported to a 360 degree photo with one tree dominant in my view.  Oh! I had placed an object FROM the tree (a leaf or a seed) into a place and could learn more about it!  Level 1 tree identification unlocked.

    You can get this app via SideQuest.

    It’s paced at 5-15 minutes. I assume the 5 minute-rs would know what they are doing.  I’d say it’s nicely at the 20 minute mark if you want to fool around.

    It’s little projects like this (and the Dinosaur Track cast from Day 3) that are actually moving us forward in the XR for learning market.  It doesn’t escape me that both were built in partnership between a university and a museum.  Are you writing this down? You should be.

    #VR #XR #InstructionalDesign #NaturalistsWorkshop #VirtualReality #VirtualNature #TreeIdentification #NorthCarolina

    Day 10 Sandboxes



     


    Happy Day 10 of the 12 Days of Christmas! You’re
    probably getting tired of this by now, aren’t you?  But we are almost to
    the end!

    For today, my favorite
    example of XR-for-education is back to a concept– NOT a specific
    platform, app, or game. The concept is sandboxes.

    No,
    these are not virtual boxes on the ground filled with sand. These are
    locations in virtual reality where users are endowed as creators. 
    Virtual reality needs these spaces.  I’m reminded of the name of one of
    my favorite Facebook groups, I Require Art. I feel like that name needs a
    second clause ā€œlike I need air.ā€  Virtual reality needs places where
    users of any kind can experiment.

    I’m
    going to name 2 platforms because they meet this standard: Upon entry,
    users are endowed as creators. Of course, it often matters where you are
    standing.  You can’t just create anywhere and everywhere. You must have
    wisdom about this.

    When I first
    described Second Life to my best educational psychology friend and said
    ā€œAll users are endowed as creatorsā€, he quipped back ā€œOh, you all can
    have God complexes!ā€ God, I loved working with that guy. He both kept me
    grounded and pointed to the stars.

    But,
    yes, users can have God complexes. Or to put it more finely, users can
    explore their desires to create, to shape their world, to build, to
    paint, to sculpt, to cook, or do all kinds of creative things that
    humans have been doing for millennia.

    I
    used to have a tiny patch of ground in Second Life, thanks to a grant
    to educators via Montclair State University in New Jersey.  I could
    build whatever I wanted (that was free b/c I was cheap).  I set up a
    free pavilion, campfire, and space-pod office where-in I placed a
    Tiffany lamp and tiny velociraptor, as one would do.  It wasn’t much,
    but it was my space.

    I found that this location (https://lnkd.in/ek8h-22F) does
    a good job of explaining a virtual sandbox. I don’t know them, but they
    show the connection between space available, what you can do (rules),
    and technical specifications (prim/polygon or memory sizes).



    In
    the world of WebXR, Hubs allows for users to be creators from their
    first moment. As long as the space you are inside of standing allows it,
    you can bring in your own .glb files or surf over to Sketchfab.

    What’s my fav?

    Humans
    are creators. We bring order to chaos.  The freedom to create is
    important and yes, I think it is as important as air is to breathing.
    None of our other human endeavors would have value if we didn’t have art
    to express meaning.  Onward artists, onward!


    Post
    script: You might not know that most XR platforms do not endow users as
    creators.  There could be costs, permissions, or it is simply not
    available.  That’s why this feature is remarkable.

    (I actually do NOT know the platform Sandbox VR and this post does not constitute an endorsement.)

    #VR #XR #InstructionalDesign #Sandboxes #CreativeSpaces #CreativePlay #Expression #Art #Freedom #BringOrderToChaos

    Day 11 Action


    Day 11 of the 12 Days of Christmas of my favorite XR-for-education examples! Today is another ā€œconceptā€– it is action.  I have some colleagues in the XR industry that believe that movement in XR is the best possible affordance of XR. I have disagreed with them.

    See one example where a researcher hypothesized that movement in XR would cause more learning and then (gasp!) found that it made no difference: Johnson‐Glenberg, M. C., Bartolomea, H., & Kalina, E. (2021). Platform is not destiny: Embodied learning effects comparing 2D desktop to 3D virtual reality STEM experiences. Journal of Computer Assisted Learning, 37(5), 1263-1284.

    But today I’m splitting that action hair super fine. 

    I’m actually FOR movement in XR when it facilitates learning.  Said another way: when all other media choices would not allow for equivalent movement in a situation (or if movement in XR is a brand new thing under the sun), movement, then, in XR is, yes, helpful.  I would not say it is the end-all be-all of XR-for-learning but it can help (facilitate) learning. I’m hinting at neuroscience and body memory.

    For example, using XR before approaching a large, moving, and dangerous piece of equipment like a windmill to learn maintenance. YES. This is a good use of movement in XR because it makes something happen that no other form of media would easily do (not a drone or first person GoPro video). If it would be dangerous to approach with zero training, XR can provide action practice use of the equipment in a safe way.

    Want some sources to support that?

    Here you go:

    Students at the University of East London practice using PCR equipment in XR before using it in real life. https://lnkd.in/eKhkRWks

    Potential workers in windmill maintenance get exposed to the work conditions in XR to decide if they really want to pursue this career

    https://lnkd.in/eqbzqceX

    And the now somewhat buried Lowe’s Home Improvement Store use of VR to teach skills like bathroom tiling to customers https://lnkd.in/emJF7KRr

    Other versions of ā€œactionā€ include programs like Tiltbrush or possibly GravitySketch that allow users to move and create from inside of XR, not on the outside and bring art of object creations into XR like is the current method with programs like Unity, Unreal, and Blender.

    The key to remember here is: compare the XR experience to its closest cognitively competitor experience. (READ: if the experience is processed in the brain the same way). If XR is faster or cheaper or safer than that competitor choice, XR is the way to go.

    Video clip from Simulwind. Capture shows the user selecting and placing the correct size wrench to open an equipment panel.

    #XR #VR #InstructionalDesign #Action #BodyMemory #Safety #Movement #Art #Skills

    Day 12 Emergency Services


    Last but far from least, my 12th favorite XR-for-education example has, as far as I discern right now, the strongest connection between USE and LEARNING. (Translation: a safe bet!)

    It’s XR for the emergency and military services– fire, medical, police, and military. As the daughter of a fire instructor, this use just makes me smile. I’m sure my Dad would have LOVED this.  He loved teaching and learning via fire simulations– there was no time his skills shone brighter than helping trainee firefighters learn things like fire behavior, untapped rural water sources, and fire site safety. I’m sure I got my ā€œadult educatorā€ genes from him.

    By now, I don’t have to tell you how XR for training uses here ticks every box of saving time, saving money, and reducing danger.

    But I’ll spend this last moment on the list hinting – indeed – to the intriguing research connection here. What is it about emergency situations that makes XR work so well?  I don’t know!  The emotional hype? The practice-so-many-times-until-you-can-do-it-in-your-sleep-ness? The visual SEEING of emergency situations– and living thereafter?

    So much cool depth to explore here, but in the meantime, using XR for these uses has my endorsement.  May we never need these services, but I’m glad that our service people are getting well trained in the meantime.

    Ending my 12 Days of Christmas on Epiphany (whew!) I wish you the gifts of peace, happiness, and good health in the New Year!

    #XR #VR #InstructionalDesign #EmergencyServices #Police #Fire #EMS #Medical #Military #SaveTime #SaveMoney #ReduceDanger


     
     

  • Seeking Integrity in VR Educational Research

    Seeking Integrity in VR Educational Research

     

    Banner image of a woman in a hooded cloak looks out from a dark scene
    Credit: Midjourney and me

    I’m starting a new article series today, calling out ‘bad research’ or research that is quoted badly in virtual reality for educational use. I thought I would start with a whopper – a really egregious example to start this series with a bang. Then I checked my notes and realized that this example is from LAST MONTH, June 2023. I’m not even going into the vault for this. I’m barely picking myself up off the ground from the shock wave.

    So, like Mario says “Here we go!”

    What Is Said About The Research Versus What The Research Says

    June 2023, LinkedIn Post:

    “According to a study from the University of Maryland in 2018, learners remember an astounding 90% of what they experience in VR compared to merely 10% of what they read and 20% of what they hear.”

    LinkedIn post with quote and photo. Details blurred.

    I believe this is the research referred to:

    Krokos, E., Plaisant, C., & Varshney, A. (2019). Virtual memory palaces: immersion aids recall. Virtual reality, 23, 1-15. https://obj.umiacs.umd.edu/virtual_reality_study/10.1007-s10055-018-0346-3.pdf

    Hey, I’ll give you the abstract because I know you don’t like to read long papers:

    “Virtual reality displays, such as head-mounted displays (HMD), affords us a superior spatial awareness by leveraging our vestibular and proprioceptive senses, as compared to traditional desktop displays. Since classical times, people have used memory palaces as a spatial mnemonic to help remember information by organizing it spatially and associating it with saliļæ½ent features in that environment. In this paper, we explore whether using virtual memory palaces in a head-mounted display with head-tracking (HMD condition) would allow a user to better recall information than when using a traditional desktop display with a mouse-based interaction (desktop condition). [OK skip to here because this is the interesting part:] We found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition. We believe this is a frst step in using virtual environments for creating more memorable experiences that enhance productivity through better recall of large amounts of information organized using the idea of virtual memory palaces.”

    Google Scholar tells me this study has been cited 461 times. That’s a low-medium citation number. Not bad, and remember that’s in ~3 years of time.

    Believe it or not, I’m walking RIGHT PAST that 90%, 10%, and 20% because it has already be debunked here and here. Also, to be fair to the research paper, it never quotes those 10 and 20% numbers.

    My Take on the Research

    Research found 90.48% recall in the headset condition, with a 78.57% score from the desktop display control group. So that’s ~10% higher with the headset. 

    From Section 4.1 “Using a paired t test with Bonferroni–Holm correction, we calculated p = 0.0017 < 0.05 which shows that our result was statistically significant.”

    Interesting. I’m not familiar with Bonferroni-Holm correction. Just looking at it, it appears to be a method of discarding some data. I wonder if NOT using it showed a not statistically significant difference between the 90 and 78. Their n was 40. Smaller group sizes means it can be harder to justify the data as fitting a normal bell curve.

    Figure 5 shows the data and just looking at it, you can see that the numbers landed in similar scores. The boxes overlap, so whatever the effect of VR is, it’s not that substantial in this study. Students were learning, regardless.

    But here comes the whopper. Check out this little detail in the Materials section:

    “For this study, we used a traditional desktop with a 30 inch (76.2) cm—diagonal monitor and an Oculus DK2 HMD. The rendering for the desktop was configured to match that of the Oculus with a resolution of 1920 Ɨ 1080 pixels (across the two eyes) with a rendering field of view (FOV) of 100ā—¦. In order to give the desktop display the same field of view as the HMD, the participants were positioned with their heads 10 inches (25.4 cm) away from the monitor.”

    10 inches away

    The “control group” sat 10 inches from their desktop monitor to use the desktop condition.

    WHO DOES THAT?

    You know, I was curious. I grabbed my ruler. 

    How far away are you sitting from YOUR monitor?

    I’m currently sitting 24 inches from my monitor. I leaned in to feel what 10 inches is like.

    At that point, it became no wonder to me that the control group scored about 10 points lower. It was maddening. Remember, the learners had to look all around themselves so completing learning at 10″ from the monitor would be…uh…weird?

    This is a great example of not seeing the forest for the trees in VR in education design. In order to match the field of view, they forced learners to unusually use their desktop monitors.

    There is too much. Let me sum up.

    The quote is from a keynote speaker at a research conference. I can’t believe anyone in the audience did not flag the play on the quote, the percentages, or the design setup of the U. of Maryland study. At the industry.

    • The difference between 90 and 78 *might* be too close to call a difference caused by VR.
    • Setting up learners to use a monitor from 10 inches away is unusual, to say the least.
    • When research sets up unfair comparison conditions, the results should be questioned.

    As Hill Street Blues would say, “Let’s be careful out there.”


    What do you think?

    #VirtualReality #VR #XR #VRForLearning #Technology #Future #edtech #learning #education #UserExperience #InstructionalDesign #research #ComparisonResearch #Media #MediaForLearning #BonferroniHolm #ImmersiveExperience #Desktop #Design #MemoryPalace #ResearchIntegrity


    This article is co-published to my LinkedIn account here: https://www.linkedin.com/pulse/seeking-integrity-vr-educational-research-heather-dodds-ph-d-


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  • Happy 20th Birthday Second Life

    Happy 20th Birthday Second Life

     

    Second Life resident looking at snow falling on the Quidditch pitch of the nighttime VWER Campus, 2010.

    IMAGE: Second Life resident looking at snow falling on the Quidditch pitch of the nighttime VWER Campus, 2010.

     

    This is some of what I call my “kick out writing” that I did not include in some recent published writing. It starts:

    The
    promise of the metaverse in education is like a mirage in the desert.
    Educators seem to be forever awaiting the arrival of the metaverse but
    still not yet embracing those technologies.

    In 2003, #SecondLife
    launched as an immersive persistent virtual world. Just three years
    later, educators were publishing about their pioneering efforts on the
    platform. Kemp & Daniel Livingstone (2006) suggested pairing Second Life with a learning management system (LMS), a suggestion familiar to #instructionaldesigners
    of the Internet age. In 2007, the word “metaverse” first appeared in
    educational publications (Tilili, 2022). The popularity of virtual
    worlds briefly increased between 2007 and 2010. As cited in Warburton
    (2009), Kirriemuir estimated that ā€œthree quarters of UK universities are
    estimated to be actively developing or using Second Life.” This
    adoption would wane by 2013 however after educational discounts were
    discontinued and the initial fervor of virtual spaces gave way to empty
    buildings and virtual ghost towns.

    The arrival of the metaverse would have to wait a little while longer.

    ~

    I just lean back in my chair and wax poetic sometimes. šŸ’ŗ āœ

    Happy 20th Birthday Second Life

     

  • Manifesto: XR will not cause lasting improvement in education

    Manifesto: XR will not cause lasting improvement in education

     

    Photo of clear glass sphere on a beach reflecting the sunny scene upside down. Keyword: Clarify.

    Photo by Dan DeAlmeida on Unsplash

    I’ve received some questions on my video and transcript posted here: https://heatheredodds.blogspot.com/2022/09/xr-will-not-cause-lasting-improvements.html

    So I’ll add some clarifications:

    1. There are weak points in my argument:

    A. I argue that the learner is the still as-yet undiscovered cause of the flat lining of learning objective results media to media.  I have NO data to back that up. That is a supposition by me. I suspect the data will have to come from brain studies.

    B. My argument that learners in previous generations were NOT dumb is a bit of low…err…high?…blow. Certainly, there were dumb learners in the past.

    However, I do not buy the modernist argument that when technology gets “better”, learning gets better.  Nope. No. As I mentioned in the video, humans appear to have a learning speed limit. Said another way, the neural pathways of learning in a human brain are set. (Yup, I’m referring to brain-based learning theory here. You might know it as neuroscience.) Short of something like “Lawnmower Man” or a “Flowers for Algernon” royal technology/drug-induced fuck up, I don’t see humans getting smarter.

    2. Let me be clear on my argument about results flat-lining and there being no “lasting improvement”. The “lasting improvement” that I’m mentioning are ONLY learning objectives. So said another way, if there was an exam covering X taught with media Y where students score Z right now….in 10 to 30 years, learners will still score Z even if XR is the media.  I’m sticking to apples to apples comparisons. I’m NOT talking about other things like XR affordances, which would introduce apples to kiwi to melon comparisons….which are not comparisons and are not fair.  

    So I’m not talking about XR doing things like increasing access to resources due to manipulations of time, space, geography, physics, etc. Those things are affordances, the characteristics that belong or sort-of stick to a media form.

    The conversation about affordances is fascinating and I’d love to have it! As a designer, knowing the positives and negatives about each media is my specialty! (See my XR platforms writing.) However, I’m also bound as designer to not force any decision about the “best” media upon a client. The clients decides what they will select, what they will pay for, what they will invest in long-term and thus the client accepts both the positive and negative consequences of their decision, their “opportunity cost”. So by default, I almost never like to say this is “the best” when it comes to an XR platform.

    3. Timeline = I used smartphones as an example in the video but I’m really brief about it.  But it is in somewhat recent memory that smartphones went from a new technology to everyone having one.  How long did that take?  Hmm… lemme check:

    First arguable smartphone: 1992.

    2022: as shown in the video there are enough smartphones in the US for every adult to have one. Translation = the US market is saturated. Smartphones are ubiquitous. 

    1992 to 2022. So that took 30 years.

    I’m fine with adding in Moore’s Law here.  So the adoption of XR until the point of it being ubiquitous and saturated– how long will that take?

    Hmm… I’m guessing but I’m more comfortable saying closer the 10 years from 2022 than 5 years.  That puts my guess at 2032.

    Now now, you pro-XR folks out there! I heard your cry! 10 years!!  Don’t be sad.  Remember what is between HERE and THERE: a great big increase, an expansion, a bubble, GROWTH.  It will be a good 10 years.  (Imagine what the first 10 years was like for smartphone manufacturers Nokia and Apple, whoohoo!)

    (more…)

  • Instructional Design Interview Nightmares

    Instructional Design Interview Nightmares

     

    Photo of communal office space with desks and chairs with a windowed room further into the background.

     

    Photo by Jose Losada on Unsplash

    I was walked to a windowed room that had a view out to the gently rolling green treed slopes of the campus. The ivy on the brick buildings was dying down in the November chill. Three panelists sat opposite me, with their backs to the view and the interview began.

    I was interviewing for an educational technologist-type position at an Ivy League university. Even though I had a relative that worked there, our last names were different and I had done the application and interview prep entirely on my own. I didn’t want to get this position through any nepotism.

    As per usual in the course of human events, you can prepare for one set of circumstances (standing on my own, separate from my relative in the hiring process) and then you experience another set of circumstances.

    Sidebar: I remember when I took care of a cohort of student teachers-to-be and one of them was in Tennessee (READ BIBLE BELT) and was a youth pastor becoming a Biology teacher. He shared with our cohort group that he was frightened about teaching evolution to kids that he was simultaneously counseling as a youth pastor. Then the first day of student teaching arrived.

    It went OK, according to the student teacher.

    But it was what happened at the end of the day that threw him.

    The football coach came to his classroom after all the kids had left. The coach put his arm around the student teacher and said to him that he ‘would pass every one of the football players in his classes’.

    We all sat stunned for a moment and then started sputtering “That’s not right!” and “He can’t do that!” and “That’s intimidation!”

    The student teacher immediately reported the conversation to HIS teacher lead and we were informed that the situation was “taken care of.”

    Whew. We laughed. We prepared for an evolution-creation debate and instead received football intimidation. See the detail of Tennessee meant something.

    It’s classic that a teacher prepares for a big lesson. And then something breaks.

    Surviving events like this is what makes you a good teacher. Experience. Not lessons.

    (more…)