#FINEDUVR
Virtual reality and memorable learning
http://fineduvr.fi/
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
The goals of the project
1. Gaining experiences from Virtual Reality
2. Creating 360 content and applying it to the
learning environment
3. Applying Virtual Reality in to school subjects
4. Testing various VR devices: Oculus Rift, Sony,
Samsung, HTC Vive, Google Cardboard, etc.
5. Using VR equipment for marketing schools
6. Participating in game events: Global
Gamejam
29.10.2018
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
School subjects and VR
Example of virtual art
Subjects
• History /Pearl Harbor VR / King Tut’s
Tomb
• Medicine, anatomy / 3D Organon VR
Anatomy
• Science / The Lab
• Virtual arts / Tilt Brush / Google Blocks
/ShapeSpaceVR
• English /Job Simulator
• Geography /Google Earth VR /Grand
Canyon Simulator
• Physical Education / Audioshield
• Music / Soundstage / Audioshield
• Empathy / Syrian Refugee VR
• Problem solving / Keep talking and
nobody explodes
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
The usage of VR in learning
Student survey
FinEduVR (Finland)
Foundry10VR (United States/Canada)
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
13 Participating schools
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
1351 students
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
Content creator / consumer
Maker course
• Programming
• Games / gamification
• The basics of digitalization
• Visual arts
• Music production
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
What kind of content are students
interested in?
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
What disrupted the experience or
broke the sense of immersion?
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
Things we learned
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
Results / Things we learned
• Prior knowledge needed
• Has to be related to the curriculum
• The experience of traveling in time
• VR demonstrates and helps to understand the subject
• Learning from experience / Getting to experience something
that you couldn’t in real life
• To “play” with dangerous chemicals and substances
• Carrying out unique physics experiments
• A tool for art education
• Small groups work better (around three people)
• Good headphones/audio and high quality graphics are
important
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
Results / Things we learned
• Learning from experience is easier than just reading
(history/english)
• Easier to locate places you’ve learned about
• Teenagers are eager to experience the world, new things
and phenomena
• Gives new points of view
• Teaches empathy / charity (Syrian Refugee VR)
• The support of the IT-department and school
management
• Brought different schools, students and teachers
together
• Built and enhanced the school community
• School’s VR-team made the planning easier
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018
Students’ thoughts about the
project
• Spreading VR to a wider audience
• VR can help students with:
1. Learning in general
2. Considering future careers and education
3. Fobias and anxiety (high places, water, different
spaces)
4. Understanding the world better
5. The feeling of accomplishing something
• Students can be the ones guiding teachers with
the equipment
• Safe environment and feeling comfortable (No
laughing, touching or making noise)
Aino Moisio, Viivi Puustinen, Eemeli
Seppänen / FinEduVR
29.10.2018

Fineduvr students pp slides

  • 1.
    #FINEDUVR Virtual reality andmemorable learning http://fineduvr.fi/ Aino Moisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 2.
    The goals ofthe project 1. Gaining experiences from Virtual Reality 2. Creating 360 content and applying it to the learning environment 3. Applying Virtual Reality in to school subjects 4. Testing various VR devices: Oculus Rift, Sony, Samsung, HTC Vive, Google Cardboard, etc. 5. Using VR equipment for marketing schools 6. Participating in game events: Global Gamejam 29.10.2018 Aino Moisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR
  • 3.
    School subjects andVR Example of virtual art Subjects • History /Pearl Harbor VR / King Tut’s Tomb • Medicine, anatomy / 3D Organon VR Anatomy • Science / The Lab • Virtual arts / Tilt Brush / Google Blocks /ShapeSpaceVR • English /Job Simulator • Geography /Google Earth VR /Grand Canyon Simulator • Physical Education / Audioshield • Music / Soundstage / Audioshield • Empathy / Syrian Refugee VR • Problem solving / Keep talking and nobody explodes Aino Moisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 4.
    The usage ofVR in learning Student survey FinEduVR (Finland) Foundry10VR (United States/Canada) Aino Moisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 5.
    13 Participating schools AinoMoisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 6.
    1351 students Aino Moisio,Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 7.
    Content creator /consumer Maker course • Programming • Games / gamification • The basics of digitalization • Visual arts • Music production Aino Moisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 8.
    What kind ofcontent are students interested in? Aino Moisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 9.
    What disrupted theexperience or broke the sense of immersion? Aino Moisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 10.
    Things we learned AinoMoisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 11.
    Results / Thingswe learned • Prior knowledge needed • Has to be related to the curriculum • The experience of traveling in time • VR demonstrates and helps to understand the subject • Learning from experience / Getting to experience something that you couldn’t in real life • To “play” with dangerous chemicals and substances • Carrying out unique physics experiments • A tool for art education • Small groups work better (around three people) • Good headphones/audio and high quality graphics are important Aino Moisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 12.
    Results / Thingswe learned • Learning from experience is easier than just reading (history/english) • Easier to locate places you’ve learned about • Teenagers are eager to experience the world, new things and phenomena • Gives new points of view • Teaches empathy / charity (Syrian Refugee VR) • The support of the IT-department and school management • Brought different schools, students and teachers together • Built and enhanced the school community • School’s VR-team made the planning easier Aino Moisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018
  • 13.
    Students’ thoughts aboutthe project • Spreading VR to a wider audience • VR can help students with: 1. Learning in general 2. Considering future careers and education 3. Fobias and anxiety (high places, water, different spaces) 4. Understanding the world better 5. The feeling of accomplishing something • Students can be the ones guiding teachers with the equipment • Safe environment and feeling comfortable (No laughing, touching or making noise) Aino Moisio, Viivi Puustinen, Eemeli Seppänen / FinEduVR 29.10.2018