2.2. Virtual Reality in Education

2.2.4. The Value of Virtual Reality for Education

Evident in the descriptions of the various projects by their researchers is the belief that VR affords unique learning opportunities. Setting aside the media hyperboly, which promises VR as the solution to all real world problems, there are reasons to believe that virtual reality can be a useful tool for learning. Unfortunately, research in the area has been unable to prove the need for VR. None of the mostly anecdotal findings indicate that something can be learned in VR that cannot be learned elsewhere. Researchers in the field assert that VR offers promise as a learning tool but struggle to justify its value for learning. As VR is already making inroads into the home in the form of inexpensive game systems, and advanced systems are becoming more accessible to the public, virtual learning environments become inevitable. If alternatives are not provided, the only developer of virtual learning environments will be the video game industry.

The following points summarize the ideas of researchers regarding the educational value of virtual reality.

  1. Accessing the unreachable or the unrealizable.
    In virtual reality environments, students can have access to apparatus which in real life is too expensive, too delicate, too big, or too dangerous to keep in the classroom. This can be particularly helpful for students with physical or perceptual disabilities.

  2. Multiple or alternative representations.
    The ability to create and explore from multiple or different perspectives is a major attraction in complex multi-sensory virtual environments. VR is seen as a new lens through which arbitrary levels of scale can be applied to facilitate observation \cite {Winn93}; alternative, even physically impossible, points of view can be chosen; time can be easily shortened or stretched out \cite{McLellan94}, with flexibility for repetition and self-pacing; objects and processes can be studied in isolation, in detail, in close-up or at a distance. VR provides a high-bandwidth medium for multiple representations of data (e.g., graphical, auditory, annotations), all within the same environment, which can be translated to other formats, reviewed, and analyzed as it is generated. These multiple observational records can be further analyzed together to evaluate models of learning and thinking.

  3. Abstractions become more concrete.
    Cognitive scientists point out the ability of VR to make the abstract more concrete and visible by providing symbols not available in the non-symbolic real world. Focus can be given on salient aspects of a situation, so learners don't get lost in complexity.

VR advocates also tout examples of the value of VR as a medium for interactive, collaborative, and engaged learning. While highly responsive interactive virtual environments can provide immediate feedback and be extremely motivating, they may also foster automaticity, thoughtlessness, and lack of problem solving \cite {Collins96}. Telepresence, the integration of VR and high-speed networking, creates new possibilities for distance learning and the exploration of social behavior (e.g., cooperation, conflict) amongst remotely located learners who share the same space. However, once millions of students are connected, issues of control and the structure of learning will emerge. Virtual environments are also valued as being extremely motivating for learners, especially for those with non-traditional learning styles. Much of this engagement, however, is due in part to the novelty effect and not necessarily inherent in the design of the learning environment.

In developing virtual learning environments, one should not forget that access to information in innovative ways means little without guidance as to the use of that information. Additionally, many interactive VR systems, as is the case with interactive multimedia, can easily become glorified multiple choice systems. Interactivity, in this case, has nothing to do with responsiveness and certainly nothing to do with learning, at least in the constructivist sense.