ARCH 212 - Project 2 (One page proposal)

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Texas A&M University *

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212

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English

Date

Apr 3, 2024

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docx

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2

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Building VR rooms for learning Theme: Design for Technologies Design Challenge: Create VR rooms for student learning Literature Review Summary: Over recent years, concerns have been raised about the amount of time young children spend in front of screens. This sedentary behavior can be destructive and it is a known risk factor, contributing to the development of childhood obesity and other issues. However, as society navigates the digital age, it is crucial to adapt and harness technology for educational advancement. VR rooms offer a unique and innovative approach to student learning. Similar to traditional playtime, immersive VR experiences have the potential to enhance social skills, cognitive development, and awareness. In contrast to passive screen time, VR engagement can be highly interactive and engrossing. Through VR, students can not only consume content but actively participate in it, leading to a more dynamic and engaging learning process. Like the different modes of traditional playtime, VR experiences can be customized to suit different educational needs. For example, VR simulations can be designed with rule-based games that require students to follow specific guidelines, thereby fostering discipline and teamwork. Moreover, VR facilitates imaginative play, enabling students to explore creative, out of the box thinking in a virtual space, leading to enhanced problem-solving skills and overall creativity Research Question: “Does VR improve a student’s learning?” Research Design and Process: Prove that VR is more than just a “fun” video game device. We want to show how VR enhances a student’s creativity, imagination, problem-solving, and understanding of a topic. In order to fully determine if VR is impactful, we would do a study where we would divide students into two classrooms. We would only teach one class with VR in order to test out our hypothesis to see if VR has an impact on students’ education. Expected Findings: We expect to find that a student does gain a better understanding of a topic because of Virtual Reality. Expected format for presenting design solutions: We plan on showing the comparison of the final grades from each classroom. We would also show an idea of what the classrooms would look like if the VR was incorporated. Citations and References:
1. "Advantages of Virtual Reality in Education." ClassVR, www.classvr.com/blog/advantages-of-virtual-reality-in-education/#:~:text=So%2C%20in %20summary%20virtual%20reality,skills%20needed%20for%20the%20future . 2. "How Virtual Reality Is Changing Education." LSU Online, online.lsu.edu/newsroom/articles/how-virtual-reality-changing-education/. 3. "VR for Education." ImmersionVR, immersionvr.co.uk/about-360vr/vr-for-education/. 4. "How VR and AR Are Revolutionizing eLearning for Learners of All Ages." eLearning Industry, elearningindustry.com/how-vr-and-ar-are-revolutionizing-elearning-for-learners- of-all-ages.
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