Author(s) Marc Holmes, Laura Mason, Rhian Kerton, Paul Holland
The College of Engineering is aiming to lead in the implementation of innovative learning and teaching methodology. One of the technologies identified with potential to enhance the student experience is Virtual Reality. VR products have seen significant development in recent years providing a wealth of new learning possibilities. Research has shown the success of gamification as a useful tool for providing quick feedback and increased learning potential. With increasing student numbers and pressure on finite resources, VR and gamification offer the opportunity of additional learning experiences beyond the classroom. This session aims to demonstrate how the College of Engineering is integrating Virtual Reality into their taught provision to further enhance student learning, with the support of a SALT Small Projects Grant. It will empower attendees to identify potential applications within their own disciplines and to take their first steps into the virtual world…
This session promises to be engaging, entertaining and effective in introducing attendees to the ways in which incorporating VR into their own teaching will help them reach for excellence. The session will start off with a basic introduction to VR: • What it VR? • What are the hardware and software requirements? • How accessible is VR? • How VR can be used to deliver excellence in learning and teaching and enhance the student learning experience • Who is already using VR? • An overview of evidence to support the use of VR in education Next, details will be presented regarding current VR learning materials under development in the College of Engineering. The CoE is currently developing a VR app to use within an anatomy module taught in both Sports and Exercise Science and Medical Engineering. Anatomy can be a challenging concept when taught traditionally in 2D and VR allows us to move to 3D to help student to grasp key concepts. It is believed that the app will: • Increase student retention of knowledge • Offer an enjoyable teaching exercise for students, with competitive leader board • Increase student confidence via gamification feedback of pre-confidence betting • Build experience in house of these new technologies and their effectiveness Pilot data will be shared to include student perceptions of the VR app and the next stages of design. Details will be shared as to the way in which the effectiveness of the introduction of VR into this anatomy module will be assessed: • The nature of the trials • The student cohort, including control groups • Measurement of learning gain A number of further potential applications within the engineering curriculum will be discussed and attendees will then be asked to brainstorm potential applications within their own disciplines. The latter part of the workshop will be interactive… Do you know your fibula from your tibia? Attendees at the workshop will have the opportunity to get hands on and enter the virtual world where they can put their anatomy skills to the test!
VR, Distance Learning, Interactive, Anatomy
VR enables an immersive teaching experience like no other