Educational Technology Presentation
Here is the link to our video for our group inquiry project: Ed Tech Presentation
Below is our video script with linked resources we were able to find to support our inquiry.

Video Script
Chris: Our group’s inquiry topic asks the question, “What are the potential uses of virtual reality in the classroom?”
When VR in education is discussed, it is usually in reference to science labs, medical simulations, or PHE training. While those applications are exciting and valuable, we are interested in exploring how VR could be used across the Arts and Humanities subjects.
Another issue we noticed is that VR is often marketed as entertainment or a novelty in classrooms. Our goal was to look beyond the “wow factor” and look into how VR might actually support the learning competencies in BC’s curriculum, including critical thinking, creative thinking, and communication.
To start our search for potential uses of VR in our classrooms, we headed to Victoria’s VR arcade to get some first hand experience with what VR technology has to offer.
Insert Arcade Section
Paige: One of the biggest benefits of VR is immersive learning. Instead of only reading about something or watching a video, students can feel as though they are really there, in a different environment. This can increase engagement, make abstract ideas more concrete, and offer multi-sensory learning which aligns with UDL.
One major issue with VR is the access and cost. Many schools do not have the budget for VR headsets or the technology to support them. Currently, VR headsets have a large range of prices, from around $400 up to $3500. However, there are some cardboard options that take advantage of the cellphones that most students have already, and these only cost around $10. These options don’t have the same educational opportunities, but can still provide an immersive experience.
There are also health and equity concerns, including motion sickness, sensory sensitivities, accessibility barriers for students with disabilities, and the broader issue of increasing screen time in schools. Finally, there is a danger that VR in the classroom becomes a novel activity, rather than an intentionally used learning tool.
Ben: In Humanities subjects like Social Studies and English, we found some interesting possibilities for using VR to support deeper understanding.
In Social. Studies, VR could allow students to explore historical environments. For example CyArk’s 3D Virtual Tour project, which allows students to explore heritage sites across the world using VR technology. CyArk claims that their project aims to give everyone the opportunity to engage meaningfully with cultural heritage, regardless of geography, background or resources by leveraging photorealistic models, immersive technologies, and a unique approach to spatial storytelling, they want toengage audiences with powerful stories of sites, monuments, and their connected communities. Students can explore history in a deeper, more hands-on lens with more visuals than they would get from any documentary or slideshow. CyArk’s digital resources are free to access, and some of their resources are available to view without VR technology, using just a phone, tablet or laptop. https://www.cyark.org/3dvirtualtours/
Paige: In English, VR could be used to bring books to life and visualize literary settings. Services like ClassVR offer VR simulations of classic novels and stories from the British Curriculum, many of which have crossovers with the Canadian curriculum. This service is at a cost to teachers and runs the risk of limiting students’ creative imagination by providing too much visualization of literary settings. https://www.classvr.com/english-language-and-literacy-vr-teaching-resources/
Cleary: In music, VR can provide students with opportunities to experience things they might not experience otherwise. Different programs exist where you can attend concerts in large recital halls all over the world from the comfort of your own home. There are also programs such as HoloLens that can give instrument lessons. For example, you can take piano lessons with the assistance of a VR teacher where their hands are projected on a piano above yours. Another common use of VR in music is conducting simulations such as Maestro. This VR tool gives the participant experience from the conductor’s podium with an orchestra. Other uses from VR in performing arts are stage and lighting design for musical productions. This is useful as often there isn’t access to the venues until close to show dates. Most of these resources seem like great experiences for individual students but it would be interesting to see how these tools could be incorporated in a classroom setting.
https://maestrovr.com/?srsltid=AfmBOoorSwjj9JLGJP2NzRWdfiBrgLY6_1vJlOl0ekIIWS4pg0TXpb-0
Chris: While these VR technologies are exciting additions to the classroom, we believe they should be paired with discussion, reflection and analysis, so that technology supports critical thinking and imagination rather than replacing it.