VR IN EDUCATION

Getting and holding attention.

VR (virtual reality) can and should be a part of every learning solution, the world over.

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Becoming indistractable is the most important skill for the 21st century. 
Nir Eyal - Stanford University

Attention

There are few chances in today's world to gain and maintain attention, and this represents the key benefit from VR, for education. 

Distraction-free

Removing distractors means that sustained, focused concentration on the topic on hand can lead to higher order thinking skills. 

Judgement-free

This is a huge benefit with regards to student affect. Allow learners to fully commit to learning without fear of judgement, or prying eyes.

Everything for everyone 
is nothing for anyone

Hence the name Sensible-VR. You need to get the right mix between device and content, because the educational value is that irresistible.

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Missed by many

Simply having a VR device will not confer all of the benefits of immersive learning. The device matters because every teacher hopes for the following:

Focused concentration
Active learning
Student agency
Motivated learning
Multiple instances
Multi-modal approach
Self-paced
Self-directed

Understanding devices

It would be great if VR devices were like TVs, and you could just buy one and get started. But that's not the reality. There are two camps with respect to devices, 3 DoF vs 6 DoF. In both cases, you are in the scene and interacting with learning content. Both are immersive.

One, 6 DoF, allows/promotes more movement for a greater sense of immersion. But as with all things in life, there is a trade-off, and I will suggest that what you give up for 6 DoF is not worth the move to that device.

VR Content is very heavy, so it's best and easiest (for the user) to have preloaded content modules, rather than relying on loading and offloading heavy content pieces... most often putting a huge dependancy on supremely reliable internet connectivity, which never falters, glitches, or is down. 

Light Speed Transfers
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A word of warning

The name, Sensible-VR, was chosen with purpose, reason, and intent, based on the predominant forces within the VR in education industry, till date. There have been incredible promises made, yet an inability to deliver something meaningful. Here are some of the claims made, and the unfortunate reality.

"We have an offline solution!"

They don't. Take a close look and ask the relevant questions. You'll either find that the content resides online (you need to retrieve before using... a pain), or the content is so light that is only a picture. 

"6 DoF is better!"

It ain't. Go through the videos in the Learn More section and you will soon understand this far better than the self-procalimed experts. 

"We have 2000 pieces of interactive content."

They don't. Those virtue signalling about the breadth of their content have put large amounts of fillers in (simple, static pictures), or claim that 360° YouTube videos are their content.