In 2016, virtual reality (VR) and augmented reality (AR) devices like the Oculus Rift, HTC Vive, and Microsoft HoloLens are expected to launch in the consumer entertainment market, and many of these devices can also serve a dual purpose for use in educational and research contexts. Join the UCIT Center for Simulations & Virtual Environments Research (UCSIM) to explore potential use-cases for traditional, hybrid, or online courses, and special considerations for designing studies using AR/VR technologies. ucsim.uc.edu
Category Archives: Games
Virtual Play as a Tool to Understand Implications of Technology
Virtual communities are being used extensively in online education to create learning communities and foster collaborative learning. I would like to speak on my experience using Second Life as an inquiry-based, collaborative tool in an online implications of technology class where students were asked to explore the social, legal, and ethical aspects of computing technology by treating Second Life (SL) as a microcosmic representation of real life. This virtual play project lead to interesting critical reflections by students on the effect of virtual environments, and by extension, various technological tools on our individual digital lives. I hope this presentation would help other educators/technologists generate ideas on more innovative uses of technology as a critical pedagogical tool.