3 Virtual Reality Tools for the Classroom

This is reblogged from my post on Daily Genius.

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Virtual Reality (VR) has long be seen as the realm of science fiction. However, VR has been making a big splash in education and, with a low price point, is entering the classroom quickly. Here are three tools that you can use to bring Virtual Reality into your classroom.

Google Expeditions

Last year, Google announced Google Expeditions, a system that brings educational virtual reality into the classroom. While you have to be a partner school to try it out, you can use the same features in your classroom with Google Cardboard, a smartphone, and cardboard compatible apps. For example, students can hunt for dinosaurs in their own Dino Park, take a virtual tour of the National Parks and Museums with VR Tours, or learn about the brain by playing InMind. You can even create your own Virtual Reality experiences using an Android Phone or Tablet with Cardboard Camera

ThingLink 360° & VR Editor

This year, ThingLink introduced its own 360° and Virtual Reality editor. It allows users to create annotated and “touchable” 3D experiences, check out this demo below:

https://www.thinglink.com/mediacard/784836856347885570

This is a great way for students to create content to demonstrate their learning. For example, on a field trip, they could record the environment and annotate the vegetation or animals that they see. These ThingLink VR experiences can even include multimedia.

Nearpod Virtual Field Trips

Nearpod VR and Nearpod Field Trips allows you to send students on “virtual field trips” right in your classroom using the Nearpod learning platform. Students can visit the Roman Colosseum, the Great Barrier Reef, or the Great Wall of China (just to name a few). This is a great way to add context to existing learning experiences. Many of these Virtual Field Trips are free, just browse their content catalogue.

These three tools are just a handful of new applications coming into the classroom to enhance student learning using virtual environments. Now students can not only consume, but create Virtual Reality content and share it with others.

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