All of our programs, projects and experiments are designed with the goal of learning something that will be of value to kids, educators or the community at large. We run the gamut from qualitative ethnographic case studies to quantitative experimental designs. Check out our work so far!
We recently conducted some research looking at adults’ experience with VR, and how things like the platform used and the way viewers perceive their role in the story influence how they engage with narratives in VR. This write-up details one small part of that research, where we looked at the language people used to talk about the VR experience. Results suggest that the language people use to describe their experiences with VR does reflect how connected they feel to the experience.
Our applied VR study has put headsets and content into the hands of teachers and students across 40 locations, all over the world. About half of these were schools who participated in a formal research study on how VR functions in classrooms. Spanning over 1,300 students, this report goes over what the students had to say about having VR be a part of their academic experience and where they think improvements could be made.
These are the findings from our applied VR study of over 20 classrooms from 2016-2017. Our work focused on immersion in classroom settings, student content consumption and creation and perspective taking in VR.
This report includes a description of the schools involved, feedback from the students and teachers involved, the outcomes of their work with VR, and an outline of the technical challenges of implementing VR with younger audiences.
One of the biggest benefits to virtual reality in classrooms is how it impacts the accessibility of learning through accommodating various learning styles, better enabling global education, and allowing for the exploration of important subjects like social justice.
Our work with bringing VR into schools has shown us just how broad the possibilities are for this new technology. This white-paper uses the data we gathered from students and teachers to explore the breadth of opportunity for VR in classrooms.
As part of the VR pilot program, we examined the a number of aspects of integrating this new technology into the classroom. This paper includes some of the findings that we put drew out from our work with the students and teachers.