Virtual Reality Check
        Long touted as promising ed tech tools, virtual and augmented reality are finally making a real impact on teaching and learning.
        
        
         
 
When  preschool students see the lion on the flashcard for the letter "L" come alive and  roar, they typically jump back and squeal with delight. 
Their  reaction isn't far removed from how educators respond the first time they see  this phenomenon, as well.
  "We  were blown away by the technology," said James Cupit, an early childhood administrator  for the School District of Philadelphia. "We had never seen anything like it."
The  city's public school system bought a supplemental augmented reality curriculum  for teaching early literacy skills from Alive Studios for 37 of its  preschool classrooms. The kit comes with flashcards for each letter of the  alphabet, and each letter has a 3D animation associated with it. 
When  teachers hold the cards under a document camera and move them around, the animations  come to life on a computer screen, bringing 3D learning to students without the  need for special glasses. 
 
 
Students  hear the letter sounds as they watch the animation, which taps into different  learning modalities and helps the information stick. Alive Studios points to independent  research suggesting 48 percent gains in letter naming fluency and  112 percent gains in letter sound fluency from using the curriculum.
  "I  can be skeptical when it comes to using technology in the classroom. I think  young children have too much screen time as it is," Cupit said. "But with this technology,  the students are really learning from it. And it's engaging. Kids are excited  about it."
Poised for an Impact
Augmented  and virtual reality have been touted as emerging learning tools for years. Now,  their promise is finally being realized in thousands of classrooms worldwide.
  "Augmented  and virtual reality are transformational technologies that can change existing  pedagogies for the better," said Ben Fineman, program manager for cloud  collaborative services at Internet2, an advanced technology  consortium of universities and research organizations.
Augmented  reality (AR) is a technology that layers computer-generated enhancements on top  of existing reality. Virtual reality (VR) is a fully immersive experience in a  computer-generated environment.
For  a long time, the hype surrounding these technologies outpaced their usefulness  in the classroom. But now they are poised to make a real impact on teaching and  learning, Fineman said, as hardware costs have come down and new applications  have emerged that put AR and VR within reach of most schools.
VR  headsets range from about $400 for the Oculus Rift to just $10 for Google Cardboard,  though schools will need smartphones to use with the Google Cardboard viewers. Virtual  field trips are among the most promising applications of the technology,  Fineman said, allowing students to experience places that would be impractical,  unsafe or impossible to visit in the real world.
For  instance, students can visit a wide range of physical locations around the  world using Google Expeditions. They  can take a tour of the solar system with apps such as Titans of Space. And students in  construction trade programs can virtually  tour a construction site to learn about safety violations without  being exposed to danger.
Linking the Physical  and Digital Worlds
Interest  in AR and VR among educators is growing. At the Texas Computer Education  Association annual conference in February, more than a dozen sessions focused  on practical applications of the technology for learning.
April  Britton, an art and enrichment teacher at Atlanta Elementary School in Texas,  was among the scheduled presenters. Britton's students all have iPad Minis, and  she uses AR to enhance her students' understanding of topics — while also  capturing their attention.
  "I  feel like it's a way to get them engaged and motivated to learn," she said.
But  it's not all about sizzle. AR also helps her students visualize key concepts.
For  instance, she uses an app called Elements 4D to help bring  chemical elements to life for her students. Teachers can print out paper cubes representing  various elements, and when students hold these cubes in front of their iPad's  camera, they can see the element in its natural form on the iPad screen.
What's  more, when students push the blocks together, they can see those elements  combine to make a new substance. If students touch hydrogen blocks to an oxygen  block, they will see water virtually form within the cubes.
Britton  also uses a series of  augmented reality books from the U.K. publisher Carlton Books, with  titles such as iScience, iSolar System, iStorm and iDinosaur. When  certain pages are viewed with the Digital Magic app, the books come to life —  allowing students not just to read them but to actually experience them through  hands-on activities.
As  students are learning about the concept of force, for instance, they can see  for themselves how much force is needed to push something over by pressing on  the screen.
The  interactive nature of the content "usually spurs a desire for further  exploration," Britton said. She added: "It's no secret that it's a constant  struggle for teachers to connect reality with the digital world. Augmented  reality does that very well." 
Creating Virtual  Content
Students  aren't just consuming AR and VR content. They're also creating it — while  learning valuable technology skills in the process.
Britton  has her students use Aurasma (now called HP Reveal), a platform for creating AR experiences, to enhance  their presentations. In one project, students researched different types of  homes from around the world, like a yurt, teepee or castle. They designed a  house in the style of their choosing, then created it using a 3D printer. 
  "For  the culmination of the project, students recorded themselves talking about their  home and its culture, and they used Aurasma to connect the video to their  dwelling instead of creating an old-school trifold board," she said. When  someone scanned a student's home within the app, the student's video popped up  and delivered information about the structure.
Google Expeditions  has launched a program that allows students and teachers to create their own AR  experiences. With Expeditions AR,  students and teachers can use Google's AR technology to map the physical  classroom and place 3D objects within it. 
In  Arkansas, students in the state's Environmental and Spatial Technology  (EAST) Initiative classrooms are using VR technology to solve  real-world problems of their choosing, thanks in part to a donation of Oculus Rift VR systems from Facebook.
In EAST facilitator Shelly Jones's classroom at North Little  Rock Middle School, students have used a Ricoh  Theta 360-degree camera to capture  images of their community and game development platforms such as Unreal Engine and Unity to create VR environments from these images. 
One group of students created a virtual map of their entire school  building that police and fire personnel could use in trainings and simulations,  or when responding to an emergency. Another created a VR environment for  special-needs students to practice how they would respond to a fire alarm or  other emergency in their classroom. A third group built a VR game to teach people  about hunting safety.
Learning how to build virtual 3D environments "gives kids an  advantage" if they want to pursue a career in science or technology, Jones  said. And while she doesn't use AR or VR technology in her teaching of content,  many of her students have explored virtual environments for themselves by using  Google Expeditions in their social studies classes.
  "When they see an image come to life, it stays in their mind  for much longer than if they just read about it in a book," Jones said. "When  you see something like that, it never really goes away."
        
        
        
        
        
        
        
        
        
        
        
        
            
        
        
                
                    About the Author
                    
                
                    
                    Dennis Pierce is a freelance writer with 17 years of experience covering education and technology. He can be reached at [email protected].