Thursday, July 14, 2016

Virtual Reality

Of all the items we discussed today in class, I found virtual reality to be the most interesting. I can see lots of pros and cons!
I liked Natalie's ideas in class about the option of taking the students in her classroom on virtual field trips. This would be a fantastic alternative to the time and money it would take to actually get on a bus and go somewhere to see it. The virtual realities in this case can bring students opportunities they never would have had otherwise and can provide students with rich learning experiences. I also think that students may be more engaged in what they are learning due to the "cool" factor that virtual reality provides.
On the other hand, virtual reality may eventually cause a threat to society. I worry that children and even adults will have the ability to live in a different world that is fabricated and lose sense of reality. This could cause violence outbreaks in communities, and have an even greater negative impact on society than video games have had. Unlike video gaming, virtual reality can seem entirely real, causing people to think they are capable and okay with doing things in real life that they can do in the virtual world.
If used wisely, virtual reality can be a wonderful learning tool. However, our society does need to use caution in proceeding with this kind of technology.

1 comment:

  1. I agree with your comment on student engagement based on the "cool factor". I find myself in a constant struggle with what I think is "cool" in technology and what has a true, measurable learning objective. I try not to waste instructional time, but I also think there is value in the creative thinking and problem solving that technology teaches outside of what may be measured by the Common Core.

    I don't have an answer for the dangers of virtual reality, and I do agree there are concerns. I don't believe that there is anything we can do to shelter kids from it, though, so I figure what better way to promote positive use than by exposing them to positive learning experiences through VR.

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