Mobile Virtual Reality (VR) and Augmented Reality (AR) are anticipated to become a multi-billion dollar industries in the near future, but how will this impact higher education? This workshop will introduce the basics of mobile Virtual Reality to explore and discuss the potential and issues surrounding the rapidly developing field mobile Virtual Reality. Building upon the development of simple ecosystems for user-generated mobile VR, such as Google Cardboard, and the Samsung Gear VR, there is now widespread interest in these technologies, but still little expertise in integrating these within authentic educational experiences beyond another form of interactive content delivery. We will discuss the potential of mobile VR for user generated content and contexts, and share recent practice-based research, and invite interaction from the wider ALTC conference attendees.
Keywords: Mobile Learning, Virtual Reality, Authentic and contextual learning
Outline of the Workshop
The workshop will highlight and create discussion and awareness around “the intersection of mobile learning, new pedagogies, SOTEL [Scholarship of technology enhanced learning], DBR [Design Based Research], and authentic learning” (http://ascilitemlsig.wordpress.com/about). The workshop will explore the unique affordances of mobile devices (Cook & Santos, 2016) for student-generated content and contexts via mobile VR.
The workshop will take the form of an interactive led exploration and discussion of an ecology of resources for mobile VR creation and sharing, including; hands on exploration, an invitation to participate in the AsciliteMLSIG Google Plus Community, a participant online survey, and a Twitter stream using the #ascilitemlsig hashtag. Attendees will be encouraged to BYOD (Bring Your Own Device) for back channel interaction, and exploring examples of mobile AR and VR. The workshop will also demonstrate the creation and sharing of mobile VR content using tools such as Cardboard Camera, Google Streetview, and YouTube 360 (Cochrane, 2016; Hussein & Natterdal, 2015).
Biographies of Presenters
Academic advisor and senior lecturer in educational technology, the Centre for Learning And Teaching, Auckland University of Technology, New Zealand.
Thomas is the coordinator of the Ascilite mobile learning special interest group, and a mobile learning researcher/practitioner. http://orcid.org/0000-0002-0192-6118
Deputy Head of School of Media & Performing Arts at Coventry University, UK. Sarah is an Apple Distinguished Educator (Class of 2015), with expertise in mobile AR and VR production. Her approach is based on mobile global collaborative learning. https://www.linkedin.com/in/sarah-jones-830b818
Cochrane, T. (2016). Mobile VR in Education: From the Fringe to the Mainstream. International Journal of Mobile and Blended Learning (IJMBL), 8(4), 45-61. doi:10.4018/IJMBL.2016100104
Cook, J., & Santos, P. (2016). Three Phases of Mobile Learning State of the Art and Case of Mobile Help Seeking Tool for the Health Care Sector. In D. Churchill, J. Lu, T. K. F. Chiu, & B. Fox (Eds.), Mobile Learning Design (pp. 315-333): Springer Singapore.
Hussein, M., & Natterdal, C. (2015). The benefits of virtual reality in education: A comparison study. (Bachelor of Science Thesis in Software Engineering and Management Student essay), Chlamers University of Technology, University of Gothenburg, Göteborg, Sweden. Retrieved from http://hdl.handle.net/2077/39977
Draft Workshop notes: https://www.evernote.com/l/ABrCEzraszZD5JyPOYe12MTmbn9zjotHj5A