VR is a medium not a gadget but how appropriate is it for
education and training? I’ve spent a lifetime using technology in learning but
am no technological determinist. I don’t, for example, like the use of tablets
in secondary schools. However, the first time I tried an Oculus
Rift, it blew my mind, not just with its total immersion but its possibilities
in learning. Before we get carried away with the sheer joy of the toy, what
does the psychology of learning tell us about VR?
First, we have an avalanche of research and evidence from
flight and military sims that show how powerful simulations can be. You’d be
surprised, indeed you wouldn’t step on a plane, if your pilot hadn’t gone
through many hours of flight sims. The learning effect with VR promises to be
even better.
1. Attention - total focus
Selective attention
is a necessary condition for learning, especially with novices, due to the
imitations of working memory, and the one thing VR provides is an environment
that commands the learners’ undivided attention. Total immersion means that it
is difficult NOT to be attentive, as your entire sensory experience is taken
over by the world you enter. Artificial cueing can also be introduced with
exaggerated features and attention-grabbing cues. More than this, selective
attention can also be heightened, even tested. For example. in a driving VR
sim, you can hear a mobile phone ring, answer (txt or hands free) and test the
reaction time to things that happen on the road. VR grabs your attention, holds
it and can guide you towards selective attention for optimal learning.
2. Emotion – intense
I have
never seen people react to any learning experience with the same intensity as
I’ve seen in VR. We know that we learn more when we have an emotional connect
with what we learn, along with other conative factors such as interest, competitiveness,
positive feelings etc). This is important in all forms of learning but
particularly when the affective components drive attitudinal behavior.
Compliance training, sexual harassment, diversity and so on, are poorly taught in classrooms, page-turning
e-learning or with expensive role modeling. VR gives you the opportunity to
have real affective impact as it induces conative factors.
3. Learn
by doing
So often absent in institutional learning yet we know from
Dewey, Kolb and Schank that we learn a lot by ‘doing’. This is the Achille’s
heel of school, college, University and organisational learning, yet now we
have the ability to place learners in worlds where that appear and feel real.
Within these worlds we can get them to do all sorts of real tasks. I’m already
involved with programmes in health and construction, and have seen many more
that involve not just being there but doing things within these total worlds.
If performance matters and the learning needs to produce people who can recall
what they learnt and apply it in practice, then learning by doing really does
matter and VR delivers. With the XBox controller and separate Oculus Touch hand devices, you'll be able to grab and manipulate objects, as well as use gesture control. By teaming up with XBox and using great controllers, Oculus may well steal a march on their competitors.
The relatively recent doscovery of mirror neurons and the recognition that these play a role in learning by imitation puts a new onus on learning by doing. VR may just open the doors onto worlds where such learning is quick and cheap.
The relatively recent doscovery of mirror neurons and the recognition that these play a role in learning by imitation puts a new onus on learning by doing. VR may just open the doors onto worlds where such learning is quick and cheap.
4. Context – keep it real
A well-known research finding in learning concerns the power
of context. To ground learning in the context of real world problems is to move
towards real improvements in performance, especially in the world of training. We
recall more when we learn in the same context in which that knowledge or skills
has to be used. VR can place us in real,
rare, dangerous, even impossible situations to learn. I’ve taught Newton’s
three laws through a Spacewalk VR, where the learner dons a spacesuit and flies,
under their own control around the International Space Station. For
construction VR programmes, the learner learns on a construction site with real
equipment, real tasks and real colleagues. In the social acre programme, you
learn within a care home and deal with actual residents to learn the
competences identified in national frameworks.
5. Transfer – matched tasks
Transfer
means the ability to apply real knowledge and skills from the learnt
environment to the real world. From Thorndike onwards, we’ve had research and
evidence that shows how a match between the two can enhance learning and
subsequent performance. VR allows you to enter another simulated world (social
care home, construction site, physics lab, operating theatre, hotel, burning
building or war situation, etc) and learn and apply knowledge and skills.
6. Cognitive swap – to see ourselves
This is
something that it almost unique to VR. To see ourselves as others see us or put
ourselves in the shoes of others – that is often a useful learning experience.
In VR there has been gender swapping, race swapping and self-observation. There
is even an experiment where an artist is spending 28 days living through the
eyes of another person, using VR. This is already producing results in terms of
awareness of gender issues, such as sexual harassment, racism and so on. In the
social care VR programme, mentioned earlier, the learner becomes an older
resident and we simulate poor vision, to teach competences such as ‘ saying
your name when you enter a room’.
7. Retention - increases
VR learning experiences are focused, vivid, intense,
relevant, real, practical, contextualised and even allow the impossible. We
know that consolidated long-term memory needs these conditions, along with
repeated practice in order to produce competent recall. VR can deliver these
pre-conditions for real learning and, in my view, do it faster than other
methods of delivery.
Conclusion
We have a unique con=vergance of technologies that have come together in the medium that is VR. We also hava a unique convergance of learning possibilities. This coalescence of sensors, software and screens may just have sparked a real revolution in some types of learning, especially taslks that need attention, motivation, learn by doing, real world application, context, swaps and retention. Learning theory backs up VR as a learning medium and I
haven’t even mentioned cost. VR, especially consumer VR, brings VR learning
into the hand of learners with cheap consumer devices and a publishing industry
that will sell content. The business model is the same as that of games, with
cheap devices and low cost games, sold at volume.
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