| Literature DB >> 32446631 |
Antoine L Harfouche1, Farid Nakhle2.
Abstract
Bioethics education is a central element in the biotechnology curriculum. Re-imagining distance learning, virtual reality (VR) is taking student involvement to the next level of interaction, offering a real classroom experience and a new way to gain ethical reasoning skills. Here, we explore a new paradigm for bioethics education that involves VR.Keywords: bioethics; distance education; immersive learning; interactive presence; virtual classroom; virtual reality
Year: 2020 PMID: 32446631 PMCID: PMC7211661 DOI: 10.1016/j.tibtech.2020.05.005
Source DB: PubMed Journal: Trends Biotechnol ISSN: 0167-7799 Impact factor: 19.536
Representative VR Technologies for Teaching and Learning
| VR platform | Content sharing | Means of communication | World building support | Accessibility | Supported operating systems | Supported VR headsets | Website |
|---|---|---|---|---|---|---|---|
| Web content via browser | Voice, text messages, emojis | Yes | Free | Microsoft Windows, Android | HTC | ||
| Whiteboard, images, videos, PDF, presentations | Voice | No | Free | Microsoft Windows, Android | All HTC, Oculus Rift, Oculus Rift S, Oculus Quest, Valve Index, Pico G2, Pico Neo 2 | ||
| Screen sharing, whiteboard, images, videos, PDF, 3D models | Voice, text messages | No | Free | Microsoft Windows, macOS, Android | HTC Vive, HTC Vive Pro, all Oculus | ||
| Screen sharing | Voice, text messages, emojis | Yes | Free, open source | Any OS with browser support | Any headset with browser support | ||
| Images, videos, 3D models | Voice | Yes | Paid | Microsoft Windows, macOS, Android, iOS | HTC Vive, HTC Vive Pro, Valve Index, Oculus Rift, Oculus Rift S, Oculus Quest | ||
| Screen sharing, whiteboard | Voice | No | Free version, paid features | Microsoft Windows, macOS, Ubuntu Linux | Oculus Go, Oculus Quest | ||
| Whiteboard, PDF | Voice | No | Free version, paid features | Microsoft Windows, macOS, Android, iOS | HTC Vive, HTC Vive Focus, all Oculus, all Pico | ||
| Web content via browser, screen sharing, 3D models | Voice | No | Free version, paid features | Microsoft Windows, Android | Oculus Quest, HoloLens | ||
| Screen sharing, images, videos, 3D models | Voice, text messages | Yes | Free version, paid features | Microsoft Windows, Android | HTC Headsets, Oculus Rift, Oculus Go, Oculus Quest, all Pico | ||
| Images | Voice, text messages | No | Free | Microsoft Windows, Android, iOS | Oculus Rift, Oculus Go, Google Cardboard, Google Daydream, Samsung Gear VR | ||
| Web content via browser, whiteboard, 3D models | Voice | No | Free | Microsoft Windows, Android | HTC Vive, Oculus Rift, Oculus Rift S, Oculus Quest |
Inside VR platforms, students are represented by customizable avatars. However, the Spatial platform automatically generates a custom avatar based on a photograph of the student’s face. All listed platforms were developed within the past 5 years.
VR platforms make it possible to live stream and record classes to streaming platforms such as YouTube, Twitch, and Facebook.
Content sharing allows the ability to display multimedia content on a projection screen.
World building allows educators to easily build and customize their own personalized classrooms.
Educational communities, such as Educators in VR, make use of these platforms to host events for educators and learners to prepare them for the use of immersive technologies in education. Joining Educators in VR led the Bioethics class to adopt AltSpaceVR as its hosting platform. In conjunction with Educators in VR, the Immersive Learning Research Network (iLRN) is hosting its 2020 annual conference in VR to provide training support to educators enabling them to implement VR in their courses.
Sharing content via browser allows educators and students to share screen, whiteboards, presentations, documents, and videos.
HTC, high-tech computer corporation.
Open source software is code that is designed to be publicly accessible: anyone can see, modify, and distribute the code as they see fit. It is developed in a collaborative way, relying on peer review and community production.
Figure IBioethics Virtual Reality (VR) Classroom.
The classroom serves as an interactive lecturing space. Teaching materials, such as presentations, documents, or videos, are projected onto the central screen. Students in VR are represented by customizable avatars that allow them to take on a virtual persona, which facilitates social interactions to boost their confidence, especially for those who may have difficulty with face-to-face communication. Teachers in VR have exclusive access to a variety of ‘host tools’ that assist them in class management. These include a ‘mute all’ button to limit distracting sounds, a ‘message all’ button to text all students in class at once, a megaphone button to amplify the microphone, a stage-blocking toggle to allow students access to the stage, giving them the opportunity to play a teacher role, and an audience participation panel that gives teachers the ability to see students who have raised their hands, allowing them a turn to speak. As for the students, several engaging actions enable them to interact with teachers and with each other: the microphone toggle to mute or unmute their microphone, an emojis panel to express their understanding and to visually interact with the teachers and each other, a floating web browser that enables students to navigate to any content of interest to their learning class that can also be shared to display its content for everyone in the classroom, and a raise hand button that reflects students intent to ask a question.
Figure IBioethics Virtual Reality (VR) Breakout Rooms.
These classrooms are student-centered learning environments where the teacher plays the role of a facilitator and students are fully immersed and empowered to learn from challenges and accomplish important and shared goals. Ideally, students sit in groups of six. The digital-inking whiteboard allows teams to iterate on ideas in real-time and to sketch with teammates, whether they are drawing, importing a presentation or a document, or typing text. It also helps introverted students participate in class. Consequently, students become more open to personal growth while engaging in relationships that they have with one another. Within the VR classroom, there is one projection screen and two desktop computers. The setup creates a digital triangle within the room. The computers can be used to access any content of interest to the case study. On the projection screen, materials and instructions related to the group task at hand can be displayed. The brainstorming roundtable prompts students to spark new ideas and empathize with each other. Students are also able to communicate by sending text messages to each other or to the teachers during a VR active learning session. The bulletin board provides a way to display relevant post-it notes and illustrations. Within the room, a coffee table serves as a hangout area where students can have virtual coffee breaks and helps to get them into a creative flow.