The Launch of an Academic Innovation Team on Augmented & Virtual Reality in the Higher Education Classroom

As some might recall, I choose three words to guide my work and thinking each year. For 2018, my three words are experiments, prototypes, and competitions. Related to the first two of these words, and amid my new role as Vice Provost of Curriculum and Academic Innovation, today I launched the first of what I hope to be a series of multi-disciplinary Academic Innovation Teams. Over the next six months this group will deepen our understanding of and experience with augmented and virtual reality. From there we will begin to create small tests, experiments, or prototypes that help us explore the benefits and limitations of these technologies.

It is a pretty simple structure. In the first session, we introduced ourselves, shared a bit about our roles at the University, and each explained what we hope to get out of the group. Then we established some shared goals and a bit of a timeline. As such, we will be spending the first two months familiarizing ourselves with more of the scholarly literature about AR and VR in higher education while also getting some hands on experience with current hardware and software, thanks to the leadership of two team members who are also faculty in our computer science department.

We had a good chat about how we want to deepen our knowledge together. As such, we agreed that our learning will take on the form of reviewing and discussing scholarly literature, getting hands on experience with the software and hardware, examining current and emerging applications beyond education (and considering potential educational applications), taking time to consider the important ethical and philosophical aspects of AR & VR, inviting in guest scholars/designers/practitioners who are already doing great work with AR & VR in higher education, and then quickly working toward learning by doing/designing/creating.

As we deepen our understanding in the first two months, this will also give individual team members a chance to clarify their goals and interests for the next phase, the part where we establish individual and/or shared design and development projects related to AR and/or VR in a higher education classroom context. Some of these will be more applied projects in a specific classroom or context, while others might be more formal research projects. Either way, it is my hope to see some good presentations and papers emerge from this group over the next year.

This should make for a rich, rewarding, and productive community. We have faculty from curriculum and instruction, business, computer science, physiology, anatomy, pharmacy, sociology, adult education, instructional technology, English/writing, and nursing. We also have staff on the team who represent student life, IT, and instructional design. Experience ranges from people who have never experienced virtual reality to others who have designed some pretty advanced educational applications. Together we will explore the possibilities, deepen our individual and shared understanding, and (most exciting to me) glean actionable teaching and learning insights through experiments and classroom/context prototypes across disciplines.

The idea of this team itself is an experiment, and I’m excited to co-learn and co-create with this wonderful group over the upcoming months! I’ll do my best to keep you posted of the progress and lessons learned along the way.

6 Uses for Virtual & Agumented Reality in Education: Promising Practices & the Need for Small Experiments

Look at the many lists of predictions about important trends in education over the last couple of years, and both augmented and virtual reality show up on most of those lists. In fact, they made it on my “top 15” list for 2017. With growing media attention about Microsoft’s Work in this area, Google Cardboard, Oculus Rift, and the many other developments, it is easy to see why we are all thinking about it. I had a chance to chat with a leading expert in this area recently, Steve Aukstakalnis. Steve is the author of the 2017 released book, Practical Augmented Reality, and he was a wealth of insight on the subject. Look for the podcast release on the MoonshotEduShow in the upcoming month or two, but following are some of my initial reflections from that conversation.

There is a danger here when it comes to education and new technology. The field of education does not have an amazing record of significant educational improvements by simply throwing more technology in the classroom and seeing what happens. This is going to be true for augmented and virtual reality as well. We return to a persistent problem of thinking that adding the technology is the goal, and just assuming that it will magically (or technologically) create something amazing. It does not work that way.

To improve things, we have to start with our philosophy, values, and goals. Who are we? Who do we want to be? What do we value? What do we want to accomplish? How will we measure how we are doing in these areas? However, we can certainly explore the technologies that arise, experimenting with their potential application. It is just that we need to actually set up experiments as Michael Scrhage illustrates in one of my favorite innovation books, The Innovator’s Hypothesis. In my interview with Matt Candler of 4.0 Schools, he suggested something similar. We need to pilot, test, and experiment. Gather insights and then we can decide where to go from there. This is true when it comes to augmented and virtual reality, especially in these earlier days of the educational applications.

While the technologies themselves have been around for decades, the educational applications are newer and growing all the time. If you are an innovator or early adopter, now is the time to shine. Now is your chance to experiment, but in ways that help you add new and important insights for your own work in education, and in ways that might offer insight for the field at large. I offer a few themes for us to consider.

Abstract to Concrete

Can augmented reality make more abstract concepts taught in school easier to understand and master by making them more concrete? We have research about visualizations as teaching and learning tools. Knowledge and data visualization are ever-growing fields of study. Now we need to extend that research to more virtual and augmented reality settings. How can we create small tests and experiments with augmented and virtual reality lessons to determine their impact on student learning and engagement?

New Experiences

Another potential accordance of virtual reality is that it gives us access to places that might not be possible for learners to visit in person. This might be a journey into the past, a present distant location, or even various potential future destinations. As such, we can benefit from tests to determine the extent to which there are indeed benefits for such experiences compared to traditional classroom activities as well as the “real thing.”

New Perspectives

Another possibility is using augmented and virtual reality to explore very familiar environments, only with alerts and other elements that help us to look at the familiar in new ways, to see and understand that which we overlook on a typical day. Again, we need more research and simple experiments to test the benefits and limitations of such practices. How might this work for building numeracy, scientific literacy, social studies, fitness and wellness, and other areas?

Safe Experiments and Experiences

Still another possibility has to do with creating virtual simulations and experiments that help prepare us for real-world situations with risk factors associated with them. We practice and develop skills in these environments before stepping into the higher risk, real-world context. We already know about research in this area for someone like a fighter pilot, but how might this also be used for teaching social skills, math, literacy, and other areas? Now is the time to begin designing experiments focused upon such possibilities.

Skill Acquisition

Others are using virtual and augmented reality to help people practice and develop new skills. It might be to manage risks, but sometimes this is a chance to practice a skill when other resources are limited, or there are factors that make it difficult to practice in the real world. With augmented reality, the supplemental data serves as a real-time tutor, giving constant and immediate feedback to guide your practice. Yet again, we need to engage in lots of small experiences about the efficacy of such possibilities.

Augmentation and the Extension of Human Capabilities

In some cases, the virtual and augmented reality environments are preparing people to live with and amid a growing world of such contexts. If future work demands that we be able to think, interact, and work with such tools, then one purpose of using these technologies is to develop proficiency with them. In this instance, the technology proficiency itself is part of the curriculum.

The Future

I am sure that there are many other potential applications as well, but now is the time for us to dive into this realm of experimentation for education. The technology is finding its way in work and the world of gaming. Hardware and software is increasingly and readily available. However, it would be wonderful if we could do what we often failed to do in the past, to take a more experimental approach to the many potential educational applications.