Case Studies in VR - 16

Innovative Schools and VR Communities American School Madrid: Having helped another school introduce VR through running two days of workshops, there is clearly an existing market for schools to bring in VR experts to help them get started. This could mean either delivering workshops for members of local groups like AGIS in Germany, ACAMIS in China or ESAC in Thailand. Running bespoke events for admin events like NEASC meetings or also at specific larger conferences like the JESS Digital Summit in Dubai. Google Edtech & C-Learning: I am increasingly asked to speak at or on behalf or Google Edtech or C-Learning and if we develop these links it can only serve to benefit our school and the VR co

Case Studies in VR - 15

Team Model - Art, Music & Design This model falls into more of a game-design, collaborative design-team type. Here, different students on a team may bring different skills to the VR experience. In a design-focused class, you may have one student programming, one modeling, one doing sound and another working on motion, for instance. They are a team, with clearly assigned roles, working together to create an experience that will ultimately be play-tested on the headset. In these design groups, having a headset available at all times is often not necessary since students are mostly designing. Augmented Learning Model - Art, Music and Design Here, students are using VR to simply augment an alrea

Case Studies in using VR - 14

VR Learning Spaces - Centres Model - Humanities and Sciences Space can be thought of in two ways: space for actual use and space for storage. The main headset for which physical use space is an issue is the HTC Vive. Users must have either a 10.6 x 10.6 or a 9 x 12 (15ft diagonal) area to walk around in order to make full use of the Vive’s motion tracking technology. All of the other consumer headsets are designed for the user to be stationary in one spot while moving their body. Teachers who use the Vive will cordon off areas in their classroom or find another spare room/area that could be utilized so that students can move around. If you are interested in how these teachers set up the Vi

Case Studies in using VR - 13

Internships and University Links There are many links and opportunities to be drawn from an increased competency amongst students and faculty within VR design and game design. At the recent VRDays event I attended (Oct 2018) it was clear to me that some of the work we are doing within school has clear applications within industry and students who are competent in VR design are going to be in high demand. In the same way we (at Frankfurt International School) have created links to companies that we have familiarity with (Max Planck, Accenture….etc.) we could be doing the same with the various companies I met and connected with at VRDays. Art Internships with VR Design companies like Khora (ba

Case Studies in using VR - 12

WorldFest: In May 2017 I ran an event at WorldFest for our Frankfurt International School Oberursel Campus (FISO) parents to try out VR for the first time. The event was highly successful and given time I would very much like to repeat this type of outreach for FISO and Frankfurt International School Wiesbaden Campus (FISW) . Two events have already been booked by Vera Thiers (Marketing and Outreach for me to visit the Frankfurt Business School and also by Admin at FISW, but there will likely be a need for this type of outreach as we embed more VR/AR into our curriculum. For us to successfully embed Computational and Design Thinking into our Curriculum, we will need to involve parents and bu

Case Studies in using VR 11

Game Design Club Over the current semester I have been working with a small group of students from Middle and Upper School in creating VR content within Unity. We have been using the current available capacity we have built to allow students to explore game creation in VR. Thus far the students have built fairly rudimentary skills such as creating environments and placing objects that can respond to VR inputs, but there is capacity for them to be doing much more. There are also demands being created from subject areas (such as Visual Arts) for more advanced programming skills, and if we invest in the current Game Design group I can see a pathway being created for younger students moving up t

Case Studies in using VR - 10

Google Cardboard: Another example of low hanging fruit that has yet to be fully exploited is in the use of Google Cardboard and Youtube 360 Videos. I myself use these extensively in Geography and have helped Science in accessing the equipment and in finding videos to use. I have also explored creating VR content for classes and created a VR field trip review for Internal Assessment work at IB Geography. I have also created instructional videos of my own classes that can be used for PD purposes, in fact I used this technique at a recent (29th Nov) presentation I did for C-Learning at Radley College, Oxford UK. I see huge potential for the use of VR360 videos and the technical competency for u

Case Studies in using VR - 9

MindShow: In March and April 2018 I worked with both Jez Gregg and Aylin Gregg to explore the use of Mindshow VR in Dance/Drama and ESL. The outcome was a week long integration of VR into an ESL project, this involved students writing short cartoons, storyboarding them out and finally planning, designing and acting the scenes within Mindshow. Jez and I feel there is a lot more potential for us to use VR within the Dramatic Arts. If we build in capacity for this collaboration to happen, I can help Jez and Aylin build competency in using the hardware/software. ESL students particularly benefit from using Mindshow as it provides a relatively less stressful way for them to perform pieces in Engl

Case Studies in using VR - 8

Soundstage VR One area that has huge potential to revolutionise the way music is taught and learnt at FIS is through digital creation. Currently students are advised not to pursue digital music as a method for assessment, which some might argue as a reason for the relatively low IB uptake in this course. Our Graduation speaker last year Luis Resto (see vid below) was a big fan of the free app Soundstage VR and there are plans to work on producing a ‘Friday in the Foyer’ VR experience. Once some competency has been built amongst staff and students when creating music in VR, there is then huge potential for integrating VR music within other areas of knowledge. Drama and dance productions would

Case Studies in using VR - 7

Google Blocks & Gravity Sketch: Digital design to 3D printing is one way in which VR is being integrated within DT - Gravity Sketch allows students to design and build within VR before 3D printing their creations. We have now built a lot more capacity for this type of digital fluency to be taking place, plus further integrating these techniques within 3D scanning and eventually programming/coding with Arduino. We are however missing someone with the competency and capacity to pull these threads together and work with both staff and students in the same way as we have had success in the Visual Arts. Both ‘Gravity sketch’ and ‘Masterpiece VR’ programs will facilitate this process and also allo

Case Studies in using VR - 6

One of our two department dedicated VR stations is housed in the Art Department. As well as building digital design skills within the subject teachers, this collaboration has also led to an increase in the fluency of IT/VR skills. Darren Trebel (Head of Visual Arts) has been trained so successfully that he can now take the device home and set it up from scratch. This fluency is also being shared across his department and is also spreading within students studying Visual Arts. The success of VR in Art is an excellent model and case study for other departments and both Darren Trebel and Jessica Russo-Scherr are excellent ambassadors that we can turn to to help convince others to participate. D

Case Studies in Using VR - 5

You Sharecare/Nanome: One of the largest successes of the VR program thus far has been in integrating VR hardware and software within the sciences. Both Sharecare and Nanome have clearly defined uses within the Natural Sciences, there are also several other VR Apps (Hololab VR, Titans of Space) that given time would be integrated as successfully. Here are the thoughts of some of our science teachers regarding the use of VR: “I have only had a taste of the big VR system, but it has amazing applications to help students visualize protein and other organic structures. I stood in the middle of an alpha helix of an insulin molecule! I can't wait to get my students in there as well. And if we get

Case Studies in using VR - 4

Design Tech Projects: After the DT Department purchased the 3D Scanning device (Shining 3D) they asked me to help get the system running, and to explore how is might be used. We collaborated on scanning in several art projects and also demonstrated the system to a group of students. I also helped DT demo the system for teachers during the G&T with DT event. There is a lot of potential for combining CAD, 3D scanning and VR design, building skills in students and teachers that are far above those expected at high school level. We have begun to see these skills being implemented within the school (3D printed chair attachments), but at the moment there isn’t capacity available to fully integrate

Case Studies in using VR - 3

Da Vinci Project - Minecraft VR: Feraille Cowan, Dianna Pratt and I worked on helping a group of her then grade 9s to design and build a collection of world monuments using Minecraft and Minecraft VR. The ‘Da Vinci Project’ is a design thinking task that required students to collaborate on creating something based around one of the sciences. The particular example was focussed on engineering and involved the students selecting various monuments and buildings from world architecture and then re-imagining them in Minecraft and Minecraft VR. Minecraft VR itself has many other possible uses within Middle and Elementary School, much as regular Minecraft is being explored/deployed as a teaching an

Case Studies in using VR - 2

You Sharecare: A recent collaboration using You Sharecare (Fig. 1) with Grade 4 pulled together everything I/we have learnt over the previous two years to produce a highly integrated set of lessons. It is important to remember that the use of VR here was to initiate discussion and collaboration, in the same way that 'traditional' teaching tools would. The difference being that the way we are using this mix of strategies allows richer and deeper analysis and understanding. Here is some feedback from the teachers directly involved in the project: What evidence was/is there that the student engagement was affected? How did you feel that the integration/process of me bringing over the equipment

Case Studies in using VR - 1

Elementary School & 'The Blu': In early 2017 I collaborated with Grade 2 in FISO Elementary School to run a lesson that integrated VR within two of their Units of Inquiry (see Fig. 1). The idea was to combine the unit ‘Using our Imagination’ with the unit ‘Endangered Species’ to create a piece of creative writing and artwork. This was very early on in my experience of integrating VR and some of the successes and formulas discovered in this collaboration acted as a blueprint for the future. There are many more opportunities to integrate very short VR experiences into the curriculum at Grade 2 and possibly below. The only difficulties being the amount of time it takes to truly collaborate and

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