At a past SXSWedu, I found myself in a delightful summit, “From
Information to Experience: AR/MR/VR”, conducted by three experts on visualization
in education. The speaker and the breakout
session that by far drew the most interest involved Fernanda Herrera, a PhD candidate out of Stanford University. In her
breakout, Herrera spotlighted the use of VR in education, highlighting several
well-accepted benefits of employing VR, based on extant research:
- learning physical tasks
- enabling presence and social presence
- providing interactivity
Learning
physical tasks. Herrera documented the knack of virtual reality to aid
with mastering physical tasks, such as flight simulation, medical training, and
even Tai Chi. Herrera explained: “People who try to learn physical tasks—let’s say Tai Chi, for example—via VR versus just having
to read about it or see videos about it, are better able to perform the task.”
“The VR users can also perform those tasks faster or better than their video or
reading only counterparts”, she added.
Enabling
presence and social presence. Herrera reminded attendees that both presence and
social presence are indeed important in learning. This was especially true with
sharing an environment with someone else. “People who had high levels of presence
and social presence told us they liked the experience more”, she clarified.
“And people who learned via VR with
someone else performed better, paid more attention, and learned more than
those who learned without VR than those who learned with a computer or an
agent.” (An agent is an avatar controlled by the computer.) According to
Herrera, social presence is key.
Providing
interactivity. According to Herrera, Interactivity within the educational VR
experience really counts for something. “The more an experience is interactive,
the more students feel agency, the [sense of being] in control. She explains: “the
more students personalize the experience and are able to determine what they
need to do to get the most out of that experience, then they feel their actions
matter more.” She continues: “[Therefore] they pay more attention, and are more
likely to finish that experience, and are more likely to come back for more of
the same type of experience in the future.”
Herrera
concluded, “We know a little bit about VR as a learning tool” while moving on
quickly to another question: “But what if we could teach people about social
issues so that they could not only learn facts, but they could also learn how
to be more empathetic, to see things from another person’s point view?” Stay
tuned for part 2 of this short series, as we take a closer look at the capacity
of virtual reality to enable empathy and prosocial behaviors.
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