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Beyond Zoom: can virtual reality replace the classroom experience?

The virtual reality technology market is booming thanks to the coronavirus pandemic. Jack Grove asks whether it might finally catch on in higher education

Published on
July 29, 2020
Last updated
August 4, 2020
crowd wearing VR devices
Source: Getty

With fears still high that Covid-19 could run rampant when campuses reopen next month, online learning looks set to play a major role at most universities for the foreseeable future.

But will the same mix of Skype lectures, virtual seminars and online learning materials that students patiently accepted at the end of last semester cut it for a full year of academic teaching? Many think not and wonder whether virtual reality (VR) might provide a more engaging learning experience than the basic teleconferencing method adopted in lockdown.

鈥淚t won鈥檛 solve everything, but it could be an important part of the mix,鈥 explained Lyron Bentovim, chief executive officer of the Glimpse Group, a New York-based VR company, who has used the technology to teach students at Fordham University, where he is a professor of entrepreneurship.

In Professor Bentovim鈥檚 classes, business students wearing VR headsets can hold virtual round-table discussions in which they appear as animated avatars and can also split into breakout groups to discuss certain issues. They can even make business pitches to simulated crowds 鈥 an experience that is hard to recreate even in more normal pre-coronavirus times, said Professor Bentovim.

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鈥淭he great thing about VR learning is that it goes to a certain part of the brain, so that when students are eventually faced with a room of strangers, they feel like: 鈥業鈥檝e done this,鈥欌 he said.

That type of interactive learning lacks the excitement of vast, detailed alternative universes that many hoped VR would provide. But, for Professor Bentovim, this more realistic view of how VR might work at scale in higher education is a good thing.

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鈥淵ou can do some phenomenal things with the tech, but you can also do far easier stuff that helps students learn how to network, negotiate and present to a classroom,鈥 he says.

Indeed, pitching a business idea to a panel of avatars is, for many, preferable to a typical Dragons鈥 Den-style encounter. 鈥淚t鈥檚 much less intimidating for students,鈥 he said.

Nonetheless, more complicated bespoke worlds can be created to order, explained Hugh Seaton, chief executive of Adept Reality, a subsidiary of Glimpse Group, which recently recreated Shakespeare鈥檚 Globe Theatre for students taking summer school classes at Sacred Heart University in Connecticut.

鈥淵ou can have videos of lions jumping out and other bespoke things, but we want to build tools that professors can [use] themselves,鈥 explained Mr Seaton. 鈥淚鈥檇 say it鈥檚 no more complicated than using [the virtual learning environment] Blackboard, which most academics use every day,鈥 he said.

One reason why VR has failed to go mainstream is that the price of the hardware has not fallen as many had expected: the most favoured type of headset, Oculus Rift, retails at about 拢400, although cheaper versions are available at about 拢310.

If students are barred from campus after a coronavirus outbreak, however, that cost proposition seems a bit different when many US students are paying $40,000 (拢30,800) a year, said Mr Seaton. 鈥淚t鈥檚 basically two or three sets of lab fees, and you鈥檙e not just paying for a set of beakers you can鈥檛 keep,鈥 he added.

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Others are less sure that VR is a viable alternative to Zoom or Skype. Around 2015, Glenn Gunhouse, professor of art history at Georgia State University, set out to use VR to teach the history of architecture. However, it became clear that the costs were 鈥減rohibitive鈥artly because I聽feared committing to a technology that might quickly become obsolete鈥.

鈥淓nrolment in my classes also increased beyond what any campus computing lab could have handled,鈥 added Professor Gunhouse.

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Student access to reliable broadband internet service was another challenge. 鈥淲hen our courses were switched online, many of my students could not even鈥iew the videos and PowerPoints that replaced my in-person lectures,鈥 he said.

Using VR for a class of 12 or fewer, however, may be more viable, he admitted. 鈥淎lthough participants appear only as avatars, the fact that they look three-dimensional and seem to exist in a 3D space gives a more realistic sense of meeting together than viewing a mosaic of 2D headshots,鈥 he said.

The imminent arrival of 5G internet, which will operate about 10 times faster than 4G, might also speed the adoption of VR, said James Bennett, professor of television and digital culture at Royal Holloway, University of London, who is leading the 拢5 million StoryFutures research project, which aims to help the UK鈥檚 1,000 or so immersive storytelling companies to grow, with VR and augmented reality (AR) training predicted to be an $8.5 billion industry by 2023.

鈥淎s the UK rolls out 5G, headsets will get a lot lighter 鈥 they鈥檒l be more like sunglasses,鈥 explained Professor Bennett. 鈥淎s it is, headset sales have gone through the roof 鈥 it鈥檚 really difficult to buy them because lots of different industries are engaging with the idea of training people at a distance.鈥

Professor Bennett鈥檚 project will involve eight 鈥渢rain the trainers鈥 groups helping to improve VR competencies in UK universities, with computer scientists working alongside academics from the creative industries to ensure a truly engaging VR experience.

鈥淲e鈥檙e developing a set of lecturers who can embed immersive storytelling throughout the courses by giving them the time, budget and industry know-how to do this,鈥 he explained. 鈥淭echnology is important, but having professional-level creative experiences front and centre will be just as key to ensuring VR learning works.鈥

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jack.grove@timeshighereducation.com

POSTSCRIPT:

Print headline:聽Are universities turning on to VR?

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