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VR in Education: How Virtual Reality Can Impact Learning


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A lot is known about how people learn. We're just figuring out how Virtual Reality works. This meet was the first of a monthly series to explore how VR impacts education. We review Cognitive Load Theory, and Multi-Media Learning theory.

Published in: Education
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VR in Education: How Virtual Reality Can Impact Learning

  1. 1. Education in VR Meetup “How VR Can Impact Learning July 19th, 2016
  2. 2. This presentation was delivered at BuildNY on July 19th, at our “Education in VR” meetup.
  3. 3. Goal of This Meetup: Create a community of education-minded VR entrepreneurs, developers & content creators
  4. 4. Two Learning Theories to start us off: • Cognitive Load Theory • Multi-Media Learning Theory
  5. 5. Cognitive Load Theory
  6. 6. Working Memory is Gateway to Learning Working Memory is Limited Working Memory gets used by all conscious thought Cognitive Load Theory Three Ways to use Working Memory: 1. “Intrinsic” Understanding the material 2. “Germane” Learning the material 3. “Extraneous” Distractions
  7. 7. Cognitive Load Theory Says: Reduce Distractions Emphasize effort on learning not just doing Learning is enhanced by pointers & guided exercises Worked examples and ‘faded examples’ are better than full problem solving
  8. 8. Multi-Media Learning Theory
  9. 9. The Mind is multiple- channel: Auditory & Visual, (tactile?) These Channels overlap but are additive Complexity in presentation impedes learning Multi-Media Learning Theory More effective to show than read
  10. 10. MultiMedia Learning Theory Says: Use both channels Minimize Distractions Integrate text/narrative & graphics “Situate” learning in context
  11. 11. How This Relates to VR & Immersive Technologies
  12. 12. I think Four Elements Might Have an Effect Immersion Context & Content Together Hardware Feedback In a 3D Volume
  13. 13. One Way to Think of Immersive Tech Visual, Tactile, Audio techniques that bring the user into content, data and experiences. Data & Content Context
  14. 14. Virtual Reality: • Context is created or re-created, presented within a dedicated headset or special smartphone viewer • Data & content are presented at the same time Content & Context Augmented Reality: • Context is actual reality • Data & content are presented via smartphone, tablet or headset
  15. 15. Immersion Minimizes Distraction Cognitive Load more easily directed at the task, and at the process of learning Guidance easier to provide in 100% controlled presentation
  16. 16. Context & Content Together Also Minimizes Distraction Correlation between telling & showing
  17. 17. Hardware Feedback Allows Pacing controlled by attention Allows System to Understand Comprehension More Intuitive Operation
  18. 18. In a Volume Allows Additional Scaffolding with ancillary ‘screens’ Learning Can Be Situated More Sophisticated Mental Modeling can result from 3D scene
  19. 19. Discussion
  20. 20. Demo: Audio Fusion
  21. 21. Going forward: Format, Food & Call for Demos
  22. 22. Thank you
  23. 23. Who Am I? Management Training technologies that Scaffold the Learner: • Mobile notifications • Mobile VR Run VR Hackathons, conferences, public VR Labs in Connecticut.