Innovation and technology continues to push the frontiers of what is possible in education. One such force is virtual reality – a revolutionary way to impact how students access the curriculum. From field trips to faraway places and the ability to step back in time to key historical moments, right through to understanding the intricacies of the human body; virtual reality can make the impossible, possible. The mobilisation of multiple senses supported by the virtual environment exponentially lifts student engagement, understanding and retention.

My journey with virtual reality began many years ago, when I partnered with Associate Professor Matthew Joordens from Deakin University. We collaborated on a project that would empower students to design 3D environments that could be exported into the virtual world. The impact of this work was so great that I have continued my professional interest in this area for many years, including implementing school-based programs and presenting on the subject at international conferences.

CLASSVR – Virtual Reality Technology for the Classroom

Prepare your students for success with immersive learning experiences! With ClassVR, students embark on exciting virtual journeys that bring subjects to life.  Personalise lessons to focus on specific topics. Multi-sensory Learning, appeal to diverse learning styles through visuals, sounds, making lessons more effective.  Improved Memory, studies show that immersive experiences enhance memory retention, helping students excel.

Immerse Your Classroom in a World of Virtual Reality with ClassVR!

In terms of integrating this impactful technology at a school-level, there are some important considerations before you begin. With a great deal of choice on the market, it can be difficult to decipher which VR headset is right for your school’s context. At the end of last year, Kardinia International College purchased a set of ClassVR headsets and the accompanying software package for our Junior School students. With ClassVR’s focus on creating powerful educational content, it provided a streamline approach to supporting well-rounded curriculum development.

Once the VR hardware and software were selected, the KIC Junior School curriculum team embarked on a journey to strategically implement this technology across the grade levels. Key considerations included pedagogical purpose, type of learning engagement and evidence of student learning. The team also created guidelines for the recommended time spent in the headset for the respective age groups, and the training and support needed for our staff. Identifying specific areas of the curriculum where virtual experiences will enhance the learning is paramount to ensure a successful program.

Using ClassVR to explore the human body with Grade 2.

 

A Grade 5 Science Museum in CoSpaces that can be viewed in ClassVR

 

The benefit of a product like ClassVR is that the platform has pre-prepared lesson materials created by educators and subject experts, as well as fabulous integrations with companies such as CoSpaces, Thinklink and Eduversity. These partnerships move students from consumers to creators of content! ClassVR is also linked to the Australian Curriculum and allows for the global community to upload 360 images from around the world. Comparing different ecosystems and habitats, exploring the solar system, and creating eco-efficient building structures in CoSpaces, are just a few of the exciting projects lined up for 2024. As we look ahead, the question is not whether virtual reality has a place in classrooms, but rather how deeply it can revolutionise the way we teach and learn. We look forward to moving beyond the hype of using such an innovative tool in the classroom towards measuring and reflecting on the significant impact it can have on student learning.

Pioneering Schools Global VR Summit with leading virtual reality experts from around the world.

About The Author

Aisha Kristiansen

Head of Innovation & Technology – Kardinia International College.

Experienced school leader and curriculum designer with a demonstrated history of success in the education sector. Skilled in STEM education, digital & design technologies, instructional coaching, innovation & emerging tech trends and public speaking.