Emerging from our findings on past Virtual Reality projects, the toolkit is a practical guide to help educators determine whether a VR experience would be suitable to meet a pedagogical need.
Virtual Reality is becoming widely regarded as a novel and exciting technology that has some great potential for deeper and more engaging learning. However, that novelty can also be a barrier to the real needs and objectives of a learning piece. You may find that a ‘good’ idea for VR is actually cheaper, and better achieves its learning outcomes, when presented in another format such as video.
These questions are meant to serve as prompts when thinking about the suitability of a learning activity within VR, to help you form a basic understanding of some of the affordances and constraints of using Virtual Reality as a medium for learning. It is important to note that they are not comprehensive and they only cover the most important points worth considering in a very specific context, so their suggestions should not be taken wholesale but rather as a principle of good practice.
Note: These prompts are not intended as a guide to suitable Augmented Reality (AR) use, and they don’t reference directly the affordances of mixed reality and its emergent hardware, though many of these considerations can be applied to these areas as well.