VR



Greetings. A few weeks back in my educational technologies class I got to experience VR for the first time in my life. Well...I still wouldn't call it a true VR experience given the fact that its a cardboard headgear with a phone attached that was playing a cheap google play application that probably sells your information to China, but it was still a VR experience nonetheless.

Despite this experience among my peers being mediocre at best, everyone was still captivated at this trend. And since the consumers are really getting into the VR scene, so are corporations. Oculus Rift has been developing this VR tech for years, and the large game company Valve has been actively funding VR development while also developing their very own VR gear.

VR is also an immensely beneficial tool for learning. As I've constantly been mentioning, all learners regardless of their age loves video games and interactive activities. With just one or two VR headgears, you can go beyond the classroom.

For example, one of the most popular methods of language teaching are roleplays. Teachers constantly have their students exchange dialogue between each other and do activities such as buying groceries or paying the bills and asking/giving directions.

With VR for example, you can create a small map for direction giving. Your student will be giving directions to an NPC and if the given directions are correct, they win the game. You can also utilize games such as VR Chat to have your students roleplay in their own avatars and various locations to truly be immersed in roleplay.

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