10 Features of VR Games That Could Improve Educational VR Design

As an educator focused on the implementation of virtual reality (VR) in the classroom, most of my VR app downloads over the last four years have been educational ones. That’s not to say that I don’t ever download videogames (as if I wasn’t going to hammer Beat Saber along with everyone else) but on the whole, the amount of non-educational content I purchase is limited. Last year though, with the launch of Viveport Infinity, I found myself in a position where I could download hundreds of titles with complete freedom. Whilst I continued to grab educational content, I also started grabbing a lot more videogames.

Obviously many of the most accomplished developers produce experiences exclusively since videogames tend to attract a wider audience. I’ve had the opportunity to try some truly stunning VR title but it’s always hard for me to remove my teacher’s hat. As such, I found that as I played, I kept noticing elements of various games that I thought had great potential to enrich educational VR experiences. So I thought why not pull out some of these features that I was seeing in VR games and explain why I think they could be applied effectively to educational experiences. Who knows – maybe I’ll help spark an idea for the next great educational VR app?

Game: Beat Saber

Feature: Shallow learning curve

There’s a lot to love about Beat Saber but one thing that I think makes it so powerful (and so successful) is the fact that anyone can pick it up and get the hang of it within a couple of minutes. So many educational experiences have overly complex UI or a lengthy tutorial-style opening section. Being able to have students engage with a new VR experience without a lot of input or support is very useful and reduces the impact on learning time.

Game: Waltz of the Wizard

Feature: Fully interactive environments

The sense of freedom to interact with absolutely anything you can get your hands on in Waltz of the Wizard is wonderfully engaging. I find that many edu apps limit this type of freedom to explore a space and instead prefer to deliver a linear experience where you are directed from one point of interaction to another. More freedom, more interactive content and more Easter eggs would not only add to the sense of presence but also encourages exploration within the educational space. This type of approach is what helps foster a love of learning.

Game: Acron: Attack of the Squirrels

Feature: Parallel access on mobile devices

I recognise the fact that some multi-user apps like Rec Room allow access from mobile devices but Acron: Attack of the Squirrels offers something more unique in the way that the mobile users take on a complementary role within the experience. One of the real issues for schools in terms of VR adoption is still price and therefore schools tend to have access to a limited number of headsets. I’ve shared numerous ideas in the past for handling this issue so that students are not waiting for turns but the use of parallel access on mobile devices seen in Acron: Attack of the Squirrels would be a real plus here. By allowing students with mobile devices to interact and engage with another student using a VR headset, a larger group can be involved in an experience despite limited amounts of hardware. Massive potential here folks.

Game: Keep Talking and Nobody Explodes

Feature: Parallel access for analogue players

In a similar way to Acron: Attack of the Squirrels, the way Keep Talking and Nobody Explodes makes a single VR user collaborate with non-VR teammates (with the bomb-defusing instructions) is something that could really benefit schools with limited hardware. Transpose this exact videogame to a chemistry experiment scenario and it would make a great opportunity to develop practical science skills as well as valuable soft skills like communication and collaboration. What about having an experience wherein the analogue players have a physical map of a virtual world which they need to use geographical knowledge to interpret and guide the VR player? Lots of potential here…

Game: Summer Funland

Feature: Curated activities

When I first downloaded Summer Funland for my daughter, I didn’t expect much and I definitely wasn’t prepared for the wealth of experiences built into this one app. From carnival games to rollercoasters to puzzle-filled mazes and even Batmobile rides – it really does give the sense of being at a huge virtual theme park. There is just so much here in the same space  – and this is something I wish we saw more within the VR education space where often an app includes a short activity and little more. Or multiple experiences are split into separate apps to force multiple downloads/payments. I do appreciate that in some cases this may be to keep file sizes lower but multiple experiences could still be housed within one core hub and then users cache experiences that they engage with.

Game: Rec Room

Feature: Junior accounts

The addition of junior accounts in Rec Room was a brilliant move. Limiting youngsters’ access to communicate within this social VR platform may seem somewhat detrimental to the experience as a whole but by prioritising child protection and digital safety, Rec Room definitely earned a gold star in my book. The junior accounts feature could be applied to educational experiences in a range of ways. I’ve had to shelve plans to use platforms like Within and some historical apps with younger learners due to some more mature content  Having the ability to switch to a junior mode would allow apps to reach a broader range of students but ensure that the content is age-appropriate.

Game: Rick and Morty: Virtual Rick-ality

Feature: A sense of humour!

Learning should be fun. So many educational experiences are deadly serious and lack a sense of humour. Being able to make students laugh a little will make them enjoy the experience even more. Whilst I’m obviously not advocating for that special blend of risqué Roiland/Harmon humour found in Rick and Morty: Virtual Rick-ality, Accounting or Trover Saves the Universe, in content aimed at children but there’s definitely scope for more fun and whimsy in educational VR. It wouldn’t always be appropriate (e.g. within a historical experience it may not be suitable) but there are definitely some educational experiences which would have benefited from a less-serious tone.

Game: Quanero

Feature: Time manipulation

I was tempted to put Superhot here to be honest but this lesser-known title from a couple of years back is still my favourite example of time manipulation within VR. The player can slow down time, reverse it or stop it completely to allow them to explore scenes as they try to solve a crime. Imagine this same mechanic applied to a chemistry experience, allowing students to view a reaction from multiple angles, or a history experience, walking through key events and finding additional details. I’d love to see more dynamic time controls in educational VR. The best I can think of right now is the ability to make spatial recordings in Engage – which can then be replayed, paused, scrubbed and walked through as if you were there. It’s definitely something you need to try if you haven’t already.

Game: The Walking Dead: Saints & Sinners

Feature: Freedom of Choice

The Walking Dead: Saints & Sinners is awesome for a lot of reasons but its clever use of choice and consequences make it unique to each player and very rewarding. This is another feature I’d love to see integrated into educational experiences more often, as a part of a shift away from the linear, follow-the-path experiences. One of the real benefits of VR in education is that it can remove the fear of failure since things can be rest and retried multiple times. Bringing in more choice and branching narrative type mechanics could really supplement this and help forge deeper learning opportunities.

Game: Half-Life: Alyx

Feature: Engaging narrative

It would be remiss of me not to include the recent smash hit that is Half-Life: Alyx and whilst there is so much to love about this AAA title, for me, it is the powerful narrative that makes it so impressive and engaging. It’s by no means the only VR videogame that boasts a great narrative, with Torn, The Walking Dead: Saints & Sinners and A Fisherman’s Tale being other good examples. Wrapping a learning experience in an interesting, well-structured narrative is a great way to immerse learners in the content more deeply. Just look at how Operation Apex blends learning about marine biology and conservation with a hunt for a giant shark. The story draws you in and makes the learning both more authentic and more subtle.

Top 10 VR Education Apps of 2019

I’ve been a little lapse on my articles here on VRFocus of late (mostly due to the time involved in setting up my own business over the last few months) but I didn’t want to miss the chance to offer up my Top 10 VR Education Apps of 2019 (PS you can read my Top 10 of 2018 here).

I have only selected apps which released in 2019 and I have decided to exclude ports of older apps (e.g. Tilt Brush on Oculus Quest). As with last year’s list, I would like to highlight the fact that every app was personally selected by me and this list does not represent the views of VRFocus as a whole. 2019 saw some excellent releases in the world of VR Education so before we dive into the main list, let’s give a few honourable mentions:

Honourable Mentions

Jigspace VR – One of my favourite educational AR apps is now in beta on Oculus. One to watch!

Mondly VR – This excellent language-learning platform came to PCVR this year.

Adam Savage’s Tested VR – Based on the TV show. Could offer some inspiration for future designers

The Rome Reborn series – I do like these apps… they just always seem like they could have done more.

Newton’s House of Forces – A fun little physics playground from the team at Victory XR

Ok, so now on to the actual Top 10 for 2019. In no particular order:

Mona Lisa Beyond the Glass

HTC Vive has continued to show genuine dedication to both the arts and education in terms of their projects and this collaboration with The Louvre is a real benchmark experience. Originally launched in situ, the app subsequently launched for free via Steam and Viveport and is simply stellar. Ultimately every single art student in the world deserves the opportunity to try this wonderful experience that brings one of the world’s most famous works of art to life like never before.

Dissection Simulator Pig/Cat Editions

After the award-winning success of their frog dissection app, Victory XR returned with multiple new iterations in 2019, offering fresh dissection experiences (no pun intended) to students. Once again these are hosted by the brilliant Wendy Martin (a national award-winning science teacher) and offer students a mess-free way to hone their dissection skills and develop their understanding of anatomy. The original frog app was notably excellent and Victory have clearly built upon what they learnt from that experience to refine and augment their new offerings significantly.

My Africa: Elephant Keeper

My Africa: Elephant Keeper pairs the original (and wonderful) Conservation International 360° film with an immersive, interactive elephant veterinary simulation experience in this Viveport app. It’s a great idea – pairing the 360° media with a hands-on companion piece and I’d like to see this approach used more by educational VR content developers. Even better still is the fact that every purchase of My Africa: Elephant Keeper helps support Conservation International’s work protecting elephants and other wildlife around the world.

Trash Rage

This little gem from Giant LaZer gamifies learning about recycling in a really fantastic way. Set in the near future, Trash Rage explores the impact of humans on the planet as you sort and recycle various types of garbage. Easy to pick up and hugely fun to play, this could really help students get a better understanding of the varying types of recyclables as well as the importance of recycling as a whole.

Gadgeteer

Gadgeteer is a physics-based puzzle app that definitely harkens back to the classic Rube Goldberg machines. Essentially you can build all kinds of crazy machines and contraptions using a huge range of parts and tools. The sandbox mode is where it’s really at for the classroom as it means students can have the freedom to really experiment and explore ideas. It’s a great example of something that would take a lot of time and physical resources to do in the real world whereas in VR, the imagination can run a little wilder! A great addition to a school’s STEM lab.

Raid on the Ruhr

A spiritual sequel to 1943 Berlin Blitz, the Raid on the Ruhr experience from Immersive VR Education showed once again that history really can be brought to life using virtual reality. Students get to experience first-hand the events of the RAF’s Operation Chastise and the bombing of the Mohne Dam. It’s more hands-on and interactive than its predecessor, with the user able to adopt multiple roles within the aircraft, but the historical accuracy and wonderful use of original audio recordings once again frame this as a genuine slice of history brought into the present through VR.

Greenland Melting

I try to avoid including 360° film content in this list but I have included Greenland Melting as it’s use of volumetric capture really does add to the sense of presence, despite the limited interactions that the user is afforded during this 12-minute documentary piece. The subject is a timely one and students will get a first-hand look at Greenland – from the sky, the ground and even under the surface of the water as they learn more about why Greenland’s glaciers are melting and the ramifications of this.

Golden Loft

This one is very unique – an immersive experience inside an attic to help you learn more about the golden ratio and the Fibonacci sequence! As you interact with various elements within the whimsical space, the mathematical concepts come to life before your eyes. This free experience is a definitely worth a look and a worthy addition to the frankly quite limited range of math-based VR apps.

National Geographic Explore VR

I really wanted to include something for the Oculus Quest as I’ve already seen the power of this great HMD in classrooms first-hand. That being said, I also didn’t want to include ports or this list would have been taken over by the likes of Tilt Brush and Apollo 11. There are a couple of brand new titles that launched directly for the Quest in 2019 though and this one from National Geographic is an excellent example of VR breaking down geographical boundaries and letting students explore the far corners of the Earth. In this case – Antarctica and Machu Pichu.

T-Rex: Skeleton Crew

Come on – there had to be a dinosaur one on here eventually didn’t there? It’s a good one though – an app that was developed for the American Museum of Natural History in New York by Immersion VR in association with Vive as a part of a special “T rex: The Ultimate Predator” exhibition. Much like the Mona Lisa app, this was then released for free via Viveport.  It’s an engaging experience where students can build a T-Rex skeleton bone by bone and eventually witness it come to life! A great option in particular for anyone who loved Hold The World in 2018.

The Marvel of Virtual Reality: How VR Gives Students Superpowers

A few weeks ago I had the privilege of presenting for the second year in a row alongside my good friend Paola Paulino as a part of the BETT MEA Conference in Abu Dhabi. Paola is the Founder and President of the VR/AR Association – Shenzhen Chapter, the Chief Innovation Director at XR Pioneer Ltd. And founder of #isnsVR where she launched one of world’s first virtual reality (VR) pilots in IB World Education. It’s always great to work with people who exude energy and passion for what they do and that is definitely Paola 

Steve Bambury Marvel article

This was a one-off presentation that won’t be repeated so Paola and I thought it would be nice to share some of the content and ideas from it here on VRFocus. We’re going to take a look at 10 Marvel superheroes, each with distinct powers, and correlate them to virtual reality experiences that modern students have access to. So let’s dive in… 

Captain Marvel

  • Power: Flight
  • App: Google Earth VR

STEVE: Pretty much every kid wishes they could fly and virtual reality can give them this experience. Using Google Earth VR students can fly around the planet and visit thousands of locations that they may never get the chance to visit in real life. The flight mechanic within Google Earth VR can take a little getting used to but students will quickly learn to swoop and soar across the Australian outback, the streets of Manhattan and any other location that draws their attention or relates to an area of study. If you’re looking for a jaw-dropping way to welcome learners to the world of VR, this is it!  

At JESS Dubai I recently used it as a part of an Explorers unit with Year 3 students. They had “flying lessons” first to acclimatise to the UI and then got to visit the destination of their choice. It was definitely an experience that they won’t forget in a hurry. 

Nightcrawler 

  • Power: Teleportation 
  • App: The Lab by Valve 

PAOLA: Beam me up Scotty! Imagine the capability to instantly transport from one location to another. In room scale VR, the most common locomotion is the superpower of Teleportation. Recently, we introduced students to room scale VR using The Lab by Valve at a recent visit to the American International School of Guangzhou in collaboration with our XR learning partners and tech innovation team – Diana BeaboutDave Navis and Robert Bauer. Students found the locomotion mechanic to teleport from location to location very intuitive. Students explored half a dozen mini-VR experiences teleporting around an Icelandic wilderness, a lava cave, and even a town square in Venice. Later we showed them Victory XR’s Frog Dissection Class, where the students could use teleportation to jump around the virtual science classroom. 

Dr Strange

  • Power: Time Manipulation
  • App: Timelooper

STEVE: Being able to manipulate space is pretty well established as key power that VR boasts but the manipulation of time is also incredibly exciting for educators. For the first time ever we have the technology to transport learners through time to engage with history in an authentic and engaging way. What better way to learn about Ancient Rome than to walk its streets and experience it first hand?  

The app I often use as a touchstone for this concept is the brilliant Timelooper which works on mobile VR devices. Cleverly blending CGI and re-enactment footage, Timelooper lets students step back in time to witness dozens of key events from US and European history play out around them. What makes this app particularly potent is its use of modern day 360 video footage at the start of experiences to contextualise the location before the world melts away to reveal the place’s significant moment in history. 

 In the clip below you can see some Year 2 students from JESS Dubai using Timelooper with me to kick off a topic on The Great Fire of London. 

Captain America

  • Power: Enhanced Strength
  • App: Blocks by Google

PAOLA: In the physical world sculpting takes some heavy lifting, but in Blocks by Google you can have superhuman strength! Students can easily move and sculpt material such as clay, to skyscrapers like the Burj Kalifa, or even planets. At one of our @XRpioneer learning partner schools – @ISNS_school, we collaborated with Visual Art students to explore Google Blocks in the preproduction process for an Art Exhibition. Students could lift, examine, and sculpt things to scale that helped them plan and model their pieces for the exhibition. Some students fully integrated VR in their final exhibition pieces, using both Google Blocks and Google Tilt Brush to create blended reality experiences. These students are #FutureReady 

Scarlet Witch

  • Power: Telekinesis
  • App: Engage

STEVE: I’ve been using Engage for my #CPDinVR events for almost two years now and I’ve seen the platform evolve immensely in that time. One constant though has been the integrated banks of 3D IFX assets which can be inserted in the space and puppeteered using the controllers. This functionality was originally only available to the session host but since the major update to the platform in June 2018, it can be granted to anyone within the space. Being able to control and manipulate assets – be that moving them or manipulating their size – provides learners with the opportunity to use them effectively as a part of demonstrations of learning. Using Engage’s lesson editor feature you can even create recorded sessions where object movements are mapped and triggered to create an immersive learning experience.  

In the clip below, you’ll see me demo some simple IFX manipulation… whilst dressed as Tony Stark! 

Storm

  • Power: Elemental Manipulation
  • App: Tilt Brush

PAOLA: What if you could change the environmental climate in a matter of seconds?  Or manipulate the elements? Google Tilt Brush centralizes the students’ imagination in a world where they can manipulate their environments in an instant — from a starry night to a bright snowy day. Students are presented with a variety of extraordinary virtual brushes that allow them to effectively design and manipulate the elements to recreate their dreams. In our first pilot year, XR Pioneer students used Tilt Brush across IB subjects such as MYP middle school Math, DP high school Visual Arts, Digital Media class, and DP Biology.  

In Visual Art, students integrated Tilt Brush in their preproduction process to visualize their DP layouts on an exhibition focused on dreams. One student used Tilt brush to recreate a scene from their dream using a 3D spatial digital painting. A manifestation from dream to reality. The student used Tilt Brush and Blocks to construct the layout of the experience. To add a tactile component to the installation, a real physical chair was placed in the exhibition space. This chair was calibrated to match the position of a virtual chair. This provided physical and virtual means for guests to experience the student’s vision. Here, the chair could be felt in the physical world while seen in VR.   

It was the first time a student integrated “blended-reality” in an IBDP Visual Arts exhibition in Asia. Check out some behind the scenes of our Visual Art (XR Pioneer) student’s Tilt Brush reflections. 

Ant-Man

  • Power: Size Manipulation
  • App: Micro Cosmic Worlds

STEVE: Just as VR can be used to manipulate space by transporting users to distant lands, it can also be used to manipulate the virtual traveller themselves. Just like The Ant-Man himself Scott Lang, in VR we can shrink or grow to any size to view and interact with content in ways that have never been possible before. Apps like Sharecare VR and The Body VR let students shrink down and travel inside the human body, Fantastic Voyage-style whilst The Extraordinary Honey Bee lets you experience life from the perspective of a bee.   

Micro Cosmic Worlds is one of the best ways to demonstrate this virtual superpower though. It allows learners to move through a series of scenarios, getting progressively smaller – from the size of an ant to that of pollen, bacteria and ultimately you stand atop a vibrating molecule. It’s a stunning way to view the world and get a closer look at the world around us that we cannot see.  

Loki

  • Power: Shapeshifting
  • App: Mindshow

PAOLA: Every student has the power of becoming—now they can in VR too! In Mindshow developed by Name Mindshow Inc, a student can shapeshift into the body of different characters and craft a fully-animated performance. Using the VR headset and controllers, the student’s body position and arm gestures are tracked and re-targeted onto a virtual puppet.  

Students can take on production roles either on stage or behind-the-scenes.  Onstage, students can be actors and animators by becoming the characters and performing. Backstage, they can be production designers, designing environments and importing custom models that they have created and saved on Google Poly to use as props. Students can be a camera operator, filming the action with virtual hand-held cameras within Mindshow. Teachers at the International School of Nanshan (ISNS), a learning partner of XR Pioneer, have observed that even their shiest students come out of their shell and exude confidence as they embody their Mindshow roles from onstage to backstage.  

We also piloted a VR performance with ISNS’s Drama Department. Shout out to the @ISNS_school’s immersive tech integration, @MagicMrFernweh and MYP Drama teacher, @ms_wenn for the collaboration! 

The minds behind Mindshow understand the value of creators sharing their work, and they’ve streamlined the process by allowing users to upload their Mindshow movies directly onto social media platforms such as YouTube. In a similar sense, students will be able to share their stories and collaborate with others as they craft their VR films from beginning to end. Check-out our XR Pioneer students at @ISNS_School thoughts and reflections. 

Professor X

  • Power: Enhanced Empathy
  • App: Equal Reality

Much has been written about VR’s power to foster empathy and whilst I don’t think it is the silver empathy bullet implied by the infamous “Ultimate empathy machine moniker, studies have shown that the immersive, visceral nature of virtual reality really can help people to feel what it is like to walk in someone else’s shoes for a little while which in turn can have a tremendous impact on their attitude and outlook in the real world. 

One app that looks to harness this power is Equal Reality which puts the user in the shoes of various groups that may experience prejudice – be it based on gender, race, age or disability. As workplace-based scenarios play out, the user has to identify moments where people are subjecting them to unconscious bias. It can even generate post-session reports and provides some telling diagnostics about both the way you were treated and the way you yourself acted (e.g. did you focus your attention on one character more than another.) 

Groot

  • Power: Being a tree!
  • App: Tree VR

PAOLA: Empathy is not limited to just the human form–in Tree VR, you can become a tree-like Groot from Guardians of the Galaxy. Tree VR from New Reality Company shows off the potential of VR as a tool for empathy and education. In Tree VR, the lifecycle of a tree can be experienced, explored, and ultimately felt. The student’s arms become the branches as they grow taller and wherever they turn is Mother Nature herself. 

 In this immersive story, the students cannot alter their location or any objects outside of their tree self. The reason for this is clear–it prompts the student to feel the frustration of being rooted and unable to move. You could say, in this experience, the students get the opposite feeling of superpowers—that is a feeling of powerlessness.*Spoilers alert* This powerlessness feeling culminates in the end of Tree VR, as forest fires rage closer and closer to you and all the viewer can do is see it coming. Tree VR is a multi-sensory example of taking on another living thing’s perspective by experiencing life through a lens that is very different from their own. 

We introduced Tree VR to students when VIVE President of China, Alvin Graylin, visited us at our partner school ISNS where he invited XRpioneer students to enter the “My VR Dream” National Youth Creative Contest in China inspired by VR for Impact.  Check-out Steve Bambury’s playthrough of the entire Tree VR experience. 

We rounded out the presentation by discussing the potential impact of putting all this power in the hands of students. We don’t want our students becoming the Thanos of this narrative after all. It seemed logical therefore to end with the classic Uncle Ben quote from Spiderman – “With great power comes great responsibility.” VR is a hugely powerful medium for education but it needs to be harnessed carefully and moderated by well-informed educators. If we do that, it can genuinely bring some Marvel into the classroom.  

Getting Social With VR Education

I love sharing content about virtual reality (VR) in education whether that be here on VRFocus, on my own site www.virtualiteach.com or in-person at events around the world. I also love connecting with other people working in the VR education space through social media channels as well as my monthly #CPDinVR events inside Engage. The VR education community has grown substantially in the last couple of years and there are now a wide range of places to look if you’re interested in using VR as a medium for learning. So for this month’s article I wanted to highlight some of the best communities and content out there if you are looking to build your PLN and find fresh ideas for using VR in the classroom.

Twitter

Without a doubt, the most widely used hashtag related to immersive tech in education is #ARVRinEDU which is moderated by edtech pioneer and author of Learning Transported, Jaime Donally. Jaime also coordinates a weekly Twitter chat on this hashtag where she demos educational AR and VR apps and shares best practice with immersive technology. The chat is attended by educators from across the globe and is always a fun, lively discussion. It’s also worth giving a shout out to Jamie’s website www.arvrinedu.com where she curates some of her Twitter content as well as sharing other ideas and projects.

ARVRinEDU

In terms of other hashtags to look out for, things like #VReducation #VRedu and #VR;earning are also quite common but none have the consistency of #ARVRinEDU. I did also consider compiling a specific list of educators who tweet about VR in education too but ultimately decided against it. Not only would the list be pretty long but inevitably I’d forget someone. Instead, use the hashtags to identify those educators (and developers) that are engaging with discussion and sharing great content.

Facebook

There are actually more than a dozen Facebook groups specifically dedicated to VR in Education. Personally, I’m in all of them but some are definitely more active than others. Some also tend to get spammed by resellers a little but nothing that’s too disruptive.

There are three in particular that I’d like to highlight.

Virtual & Augmented Reality for Education

With over 4500 members this is the largest FB group dedicated to VR in Education and tends to have the most interaction. Definitely, the one I’d recommend joining first. Discussion is varied and with members from across the globe, you get a great mix of perspectives from this group.

Oculus Go and Quest for Education

Managed by the always excellent Michael Fricano, this was a group specifically focused on the use of the Oculus Go in the classroom but has recently expanded in preparation for the Quest launch. If you’re using these headsets in schools, you can find a lot of great discussion as well as support here.

Mixed, Augmented, and Virtual Realities in Learning (MAVR)

This is one of the smaller groups but it’s definitely worth being part of. It’s managed by Eric Hawkinson who is based in Japan and is definitely one of the most innovative voices in VR education. With so much content in the other groups coming from the US and Europe, it’s great to get some regular insight into the way that VR is being harnessed in the East.

MAVR

YouTube

I’d love to say that there are loads of great YouTube channels for learning more about VR in Education but sadly there aren’t. In January of this year, I launched my own channel but in truth with so many other pulls on my time, I’m already struggling to upload content regularly. One thing I did manage to do on my channel was to curate over 1000 educational 360°videos into subject-specific playlists so if you’re looking for 360° content to use with VR headsets or even tablets, it’s a great place to start.

Here are a couple of other channels that are worth checking out:

Bryne Stothard’s channel.

Bryne is based in Germany and has been doing some incredibly innovative things with high-end VR for some time now. I’d also recommend checking out his website at www.vrintheclassroom.com

JESS Dubai’s channel (JESS Digital playlist)

Technically this is mine too since the VR content here was produced by me (I don’t run the channel though). This is where you can find videos from some of the VR projects I have coordinated at JESS over the last few years.

AltspaceVR

Whilst I continue to use Engage for my #CPDinVR events, last year my friend Daniel Dyboski-Bryant launched a monthly meetup inside AltSpace for educators around the world who are interested in VR. The Educators in VR events have been well-attended and featured some great guest speakers including Jessica Outlaw, Gabe Baker and Joe Millward. Free to attend and since AltSpace has a low entry point in terms of hardware, you can access the sessions from pretty much any device! Well worth checking out.

Here’s a recording of one of the events from last November:

Podcasts

I know that podcasts aren’t really a social network but I’d be remiss if I left this one excellent resource off this list. The Virtual Reality Podcast is hosted by a super-team of edtech trailblazers from the USA – Alex Chaucer, Steven Sato, James McCrary and Amanda Fox. Now in its second season, the team have done a stellar job of lining up guests from across the VR space including Stanford’s Jeremy Bailenson, Charlie Fink, Brian Costello and Jaime Donally. Available across the usual variety of podcast platforms, it’s an excellent way to learn more about VR in education in a different format and makes for great listening whilst driving to work!

vr podcast tw

I’m going to wrap up there but I know some of you are probably wondering why I haven’t included other social platforms like LinkedIn, Reddit, Instagram, Discord etc. To be honest, there are various reasons – some tend to just act as mirrors for VR education content that is shared on Twitter anyway (like Instagram), others have no real active VR education community groups (like Reddit). If you do think I’ve missed something useful though, please do reach out to me on Twitter via @steve_bambury

Step Inside Art with VR

Art is a subject area that is a natural fit for VR integration. Not only can students harness creative art tools like Tilt Brush, Masterpiece VR or Quill but there are amazing opportunities for them to visit virtual galleries using platforms like the Kremer Collection (which I recently tested with the Vive Focus in the desert) or The VR Museum of Fine Art. Both of these types of experiences offer transformative learning opportunities in the art classroom as both afford students with the ability to do things that have never before been possible.

There is another strand to virtual art education though and it is perhaps the most unique of all, offering a true redefinition in how works of art are appreciated – from the inside out. This third area of VR Art allows art students and enthusiasts to step inside 3D versions of artwork that are living, breathing canvasses. Obviously there is a degree of creative freedom being taken with each artist’s work – since they didn’t create these new experiences themselves – but that doesn’t make them any less powerful. Elements of paintings can be inspected from new angles, palettes engulf you and the integration of additional multimedia elements like music, narration and animation elevate these applications further.

So let’s take a look at some examples of these types of experiences. Naturally 6DOF, room-scale experiences are more immersive when it comes to this artistic sub-genre but there are a couple of examples available to mobile VR users too.

Saryan VR

This app, available on iOS and Android, was inspired by the painting “Armenia” by Martiros Saryan, recognised as one of the masters of Armenian artwork. It’s a simple experience that places you in a fixed position to look around the vibrant 3D.
rendering of the painting and bask in its vivid colours.

Saryan screenshot

Art Plunge

This app is available on iOS and Android but also via the Oculus Store for the Gear VR and Go. It offers the chance to zoom into five famous works of art (Mona Lisa, Starry Night, The Birth of Venus, The Creation of Adam and Girl Reading a Letter at an Open Window) and as you do, the canvas expands to paint in additional details around the central subject e.g. the room that Mona Lisa sits in. It’s another short experience but well-produced and a worthy download.

Tilt Brush

When it comes to the 6DOF experiences, you can actually start with Tilt Brush as some of its most talented users have recreated several artistic masterpieces including Botticelli’s “The Birth of Venus” and Munch’s “The Scream. You can access many of these from the main gallery menu inside Tilt Brush and of course what makes them even better is that you could even then add your own creative touch to remix them a little!

Eyes of the Owl: Bosch VR

Available via Steam this is a different beast to the previously mentioned Bosch VR on mobile platforms. To be honest I almost didn’t include it as you don’t truly step inside the painting here as much as zoom in for a close look. The artwork does animate though and the framing is quite special in that you begin the experience stood with Hieronymus Bosch himself inside his studio, in front of his infamous epic “The Garden of Earthly Delights.” Bosch then prompts you to inspect the painting using a magnifying glass and as you dive into some of the incredible detail on the canvas, he narrates to explain his intentions, the symbolism used and more. It’s a great experience for art students but for those unfamiliar with the piece, please do note that it is quite explicit in its nature!

Eyes of the Owl screenshot

Dreams of Dali

This multi-award winning offering was produced by The Dali Museum which definitely adds authenticity to proceedings. It allows you to step inside his 1935 painting “Archaeological Reminiscence of Millet’s ‘Angelus’ and as you may expect, it’s quite the surreal experience. As you wander around and climb the towers, you come to realise that it’s an experience that is full of surprises and hidden details. It’s also an excellent example of the power of VR to allow art to be viewed from a new perspective.

Dreams of Dali logo

The Night Café

This virtual ode to Van Gogh is a free download for Vive/Rift that places you inside the striking, unique pallet of his work. You can navigate around the café to find 3D versions of his Sunflowers and several other masterpieces. As the piano player sets the tone, you even around a corner to find Vincent himself – the master inside his own creation. An essential download for any Art Department.

The Night Cafe keyart

I recently recorded a video for my newly refurbished YouTube channel which showcases The Night Café, Dreams of Dali and Eyes of The Owl. You can watch that below and please do subscribe to the channel for more great VR education content.

If you know any other examples of VR experiences where you can step inside artwork, do let me know. You can find me on Twitter via @steve_bambury.

The Top 10 Educational VR Apps of 2018

2018 has been a great year for immersive technology in education. From the launch of the affordable Oculus Go headset to the transition of the Merge Cube from toy to educational tool to the plethora of ARkit and ARcore enabled experiences that launched on mobile devices, there has been a wealth of opportunities for educators around the world to begin integrating AR and VR in classrooms like never before. Whilst mobile developers seem to be focusing more squarely on AR-enabled content, there have been some stellar virtual reality experiences released for the Vive, Rift and even WMR headsets.

Berlin Blitz

I actually produced a “Best of the Year” list last year (which you can find on my site www.virtualiteach.com) but I specifically focused on educational apps for the Vive. For this year’s list, I’m expanding the range to include other platforms as some excellent content has launched outside of the Steam VR Store. I will only be including apps that were actually released during 2018 though and I would highlight the fact that every app on this list was personally selected by me and this list does not represent the views of VRFocus as a whole.

Before we take a look at the Top 10 itself, I want to give honourable mentions to five apps:

Honourable Mentions

Sharecare VR – This excellent app launched late in 2017 but I didn’t try it in time to include it on my list last year. Being able to stand inside a beating human heart is a breathtaking experience that literally echoes the educational future portrayed in Ready Player One.

Kolb Antartica Experience – A great idea and I love the interactivity with the penguins but it only lasts about three minutes at present. I’ll return to this in 2019 to see how it has developed.

Robotics in VR – This app lets you build a giant Lego EV3 robot then program it to move around a warehouse-sized maze. It’s still early-access but well worth a look.

Dreams of Dali – As weird as you’d expect but great for art students looking for a new perspective on the work of Salvador Dali.

1943 Berlin Blitz – Brilliant use of historical recordings to bring this moment to life in VR. It’s annoying that the app insists on the use of a gamepad controller though!

With the honourable mentions out of the way, let’s dive into the actual Top 10:

Top 10 VR Education Apps 2018

1. Number Hunt (Vive/Rift/WMR)

I absolutely loved the Number Hunt concept as it’s an excellent example of gamification in action. Taking the format a first-person shooter, you find yourself hurtling around a range of vibrant arenas that are populated by anthropomorphised numbers. Your aim is to make target totals before your opponents by shooting these numerical NPCs with a gun that can apply each of the four operations (add, subtract, multiply, divide). It’s great fun and a totally unique approach to practising maths.

2. Nanome (Vive/Rift/WMR)

In the popular SAMR model for technology integration on education, the highest level (Redefinition) is defined as “technology allows for the creation of new tasks, previously inconceivable.” Virtual reality seems to achieve this quite easily, especially when using an app like Nanome – one of the most exciting scientific apps to launch in 2018. Nanome allows the user to interact with an enormous range of chemicals and proteins like never before. It supersizes nanotechnology as if the student was Ant-Man and offers huge potential both in the upper levels of schools, higher education and beyond. Best of all it allows for multiple students to collaborate within the same space!

3. Nefertari: Journey to Eternity (Vive)

Ancient Egypt is my all-time favourite topic to teach and so I’m always eager to try new Egypt-themed VR experiences. This one really did raise the bar though. The app allows you to walk through Queen Nefertari’s tomb, guided by some first-rate narration and interaction points teach students about the history, culture and construction of the tomb. It also boasts some incredibly crisp visuals thanks to the use of super-precise digital scanning and unlike some other Egyptian tomb apps, it’s not terribly dark, which can be off-putting to younger students. It really is great to see educational content being produced with such polish and detail.

4. Becoming Homeless (Vive)

I actually had to double check the release date on this one as I was convinced it came out in 2017 (it was actually launched January 2018.) Stanford VR Lab set the benchmark when it comes to empathetic VR experiences and exploring how VR affects us as human beings and Becoming Homeless is a great example of this. It’s a short but potent experience which sees you step into the shoes of someone who can no longer afford a home. As your situation worsens, you experience the harsh realities of life on the streets first-hand. Powerful and moving, this app can easily be used as a stimulus for writing, a discussion piece in the social studies classroom or an experiment in the psychology classroom.

5. Hold The World (Rift/WMR)

Produced by Sky and featuring the living legend that is Sir David Attenborough, this is unlike any other virtual museum app out there in that it focuses on interaction. This summer I took my kids to The British Museum in London and some of their favourite parts were the various stations where you could actually handle artefacts under the guidance of a resident historian who would explain the significance of each object. Hold The World offers a similar experience at London’s Natural History Museum with the unparalleled Sir Attenborough as your guide. Having selected the object you wish to learn more about, you can then focus on specific parts and dive deeper into its story. Incredible and fascinating in equal measure.

6. Google Tour Creator (Web)

Tour Creator is a web-based tool for building interactive, multi-scene virtual tours. Whilst it’s similar to several other pre-existing platforms, it streamlined the creation process (and made it free) so that it is by far the most accessible tool for educators looking to integrate simple 360 tours across the curriculum. Completed tours can be viewed in stereoscopic mode on iOS and Android devices and it also boasts Google Poly integration for easy sharing of projects. Like many other educators, I hope that it will also integrate with the Expeditions platform in the near future. It may be the only app on the list that isn’t a 6DOF, room-scale experience but Tour Creator offers a great stepping stone for educators new to VR.

7. Apollo 11 VR HD – (Vive/Rift/WMR)

I nearly left this high definition re-release of Immersive VR Education’s landmark title of the list since the original version was a launch title for the Vive and Rift back in 2016. I changed my mind though since even those who have tried the original will find fresh awe and wonder in this stunning update that serves as a testament to how far IVRE have progressed in such a relatively short space of time. The addition of new demo modes which allow you to choose specific scenes from the full experience are also useful for educators looking to facilitate larger groups. Essential stuff.

8. Anne Frank House VR (Rift/Go/Gear)
I’m a huge proponent for using VR to allow students to travel in time and walk through history and this is a superb example of just that. Produced in association with The Anne Frank Museum, this richly detailed experience recreates the infamous Secret Annex where Anne Frank and her family lived in hiding for more than two years during the Second World War. Historically accurate and punctuated by quotes from her diary, it is a truly powerful way to engage young historians with one of the most important stories of the last century.

9. The Kremer Collection VR Museum
I love the whole concept of virtual museums and galleries allowing people without the means of visiting the real places to engage with exhibitions like never before. 2018 saw the release of the Kremer Collection VR experience which many feel raised the bar. This virtual gallery contains more than 70 classic works of Old Masters like Rembrandt rendered in stunning detail and allowing you to get closer than ever before. Each is accompanied by both text and audio, a simple but important accessibility feature that enables a broader range of ages to engage with the artwork.

10. HoloLab Champions (Vive/Rift)

I remember watching previews of this Chemistry themed app from Schell Games in 2017 and thinking it looked fantastic and it didn’t disappoint. There are several virtual lab sims out there nowadays but none offer such a student-friendly approach through the clever gameshow framing of the science. Students are challenged to complete experiments quickly but also safely to become a Champion and unlock various achievements. It’s a canny mix of entertainment and education that is often lacking in other more serious titles and it’s an incredibly engaging way to let students hone their practical science skills in a safe environment.

Virtually Learning: 10 things to consider when developing an educational VR app

It’s been great to see more and more educational VR content being launched over the last couple of years, across a range of platforms. However, whilst there are some fantastic apps out there that look great and clearly have had a lot of time and energy put into their development, I often find them lacking in two main areas. Firstly, the fact that some educational VR apps aren’t built on a solid pedagogical foundation. What I mean by this is that whilst some apps are built to be these awesome, jaw-dropping experiences, they do not function practically within an actual classroom environment or offer genuine learning opportunities. Secondly, I think that some developers do not give enough consideration to the fact that their end users are children and thus the way that they interact with digital media may be different to an adult.  

BETT 2018 - Microsoft Worldwide EducationVR developers will often reach out to me to test apps and provide feedback on their experiences, which is something I’m always happy to do. What I find is that I make a lot of common suggestions and so I thought I’d take the opportunity to share 10 key things to consider when developing an educational VR experience:

  1. The length of the experience

The school day is jam-packed and time is of the essence when it comes to planning a single lesson. The simple fact is that a lesson that integrates a VR experience will also include other activities. Perhaps the VR is used as a stimulus for a writing task, maybe it is being used as a virtual approach to a practical science experiment – whatever the case, there will be other elements to the lesson. As such, a VR experience that is too long will be far more difficult to integrate into a lesson plan. Shorter, more focused experiences will always be more practical for use in the classroom. Another consideration here is the impact of VR on children and whilst the data on this is still limited, most educators would not wish to have young learners inside VR for an extended period of time. I’ve come across some stellar educational content in my time that simply isn’t viable for deployment in the classroom as it takes far too long.

  1. The way information is conveyed

This is another common issue I come across. If the experience relies too heavily on in-app text, the accessibility level plummets. Depending on the reading level of the students, some may find the app difficult to navigate from an early point in the experience. It’s something I’ve spoken about during presentations on inclusion in the broader spectrum of EdTech. In general, a good approach is to apply a more language-neutral interface. You see this a lot in the core Apple apps – the use of common symbols to make navigation more intuitive. Taking this idea further would be the inclusion of multiple language options as a large proportion of VR content is solely available in English.

  1. The user interface

This idea builds upon the last one somewhat. An unescapable fact is that VR headsets make it harder for teachers to guide students if they are confused or lost since they cannot see their screen. As such if the overall UI is not simple, the teacher may end up in the frustrating position of having to take the headset from the student and help them navigate. Multiply this by a whole class of kids and you can see how this can quickly become an issue! Having a clean, child-friendly interface, with a shallow learning curve, is essential. Want to go further? Try incorporating some support functionality so that a student can get a reminder of what a certain button does or how to interact with an element in the experience.

  1. The age of the students who access your content

If you are developing content about a specific topic, do some research into what age groups cover that topic. For example, in British curriculum schools, the topic of Ancient Greece is often covered in KS2 (when students are around 9-11 years old.) I had to avoid integrating an excellent app themed around Ancient Greece last year as it contained full frontal nudity – not something an educator should be exposing students of that age to! Similarly, I’ve had to veto apps because the content was aimed too high (or sometimes too low) for a specific age group. I was asked to find a Haunted House experience to use as a part of a Year 7 English class (to support the writing of ghost stories) but most of the content I found was far too terrifying for kids that age. Which leads me to…

VR Education In School

  1. Child protection and esafety

Remember, as educators we are accountable to our students’ families so we always have to be careful what digital media content we are using in the classroom. VR is in its infancy and there’s no escaping the fact that some people are still wary of its effects so if content can be construed as inappropriate in any way, an educator would shy away from it. This could mean content like the Ancient Greece and Haunted House examples given above or simply content that links to social media platforms in some way. In the long term, the biggest issue will probably become the use of shared, multi-user worlds by students. Incidents of indecency and cyber-bullying have been evidenced in platforms like Minecraft and Roblox so the concerns will likely transpose.

  1. The authenticity of the content

Ensuring that the content within an educational VR experience is as authentic as possible is important is it is going to win over teachers. I’ve seen some wonderful examples of well-researched content that contains excellent levels of authentic detail but I’ve also seen examples where perhaps a little too much creative license has been taken. There have even been a handful of instances where I’ve seen key terminology spelt in correctly or mistaken facts! If you are developing an historical experience for use in a History classroom, you have to assume that the educator will be well-versed in the period being covered in the app. Ensuring that standards are high (i.e. you’ve done your homework and researched the content thoroughly) and the experience is as authentic as possible (e.g. it’s based on primary sources as in apps like Titanic VR) will make a more compelling case for its adoption in classrooms.

  1. Alignment to curricula

This is the other key area to ensure adoption rates are high. Wherever you are based, schools will have different curricula that they follow and potentially different standards or objectives that need to be met. Taking the time to verse yourself in these will mean that your experience is more carefully aligned to the needs of schools and will make it easier for them to quickly identify the potential benefits of adopting your platform.

  1. Content diversity

There are certain topics in the world of VR (and AR) education that are almost too common at this point, dinosaurs and outer space being prime culprits. Before developing a VR experience for use in the classroom, make sure that you’ve done some competitor analysis and checked out how many comparable apps already exist. If someone’s already covered a specific theme, that doesn’t make it impracticable but make sure that you’re approaching the content from a new angle or offering a unique experience. Conversely, there are several key areas of learning that are massively underserved and as such would potentially make for great themes for an open-minded developer (I’m still waiting for a great Viking VR app!)

Vikings: Beyond the Legend

  1. The level of student autonomy and activity

VR as a medium has the potential to elevate learning above traditional media consumption but for this to take place, the student needs to be actively engaged and have a greater degree of autonomy. Interaction is the key as it makes an experience less passive. This could mean giving the learner some form of locomotion, allowing them to highlight elements for more information or actually interacting with objects to facilitate changes in the experience. The level of technology being used as the vehicle for the VR experience will play a role here of course but even mobile VR can offer a fairly interactive experience if it is approached in the right way (just look at apps like Mars Walk VR or the Inspyro VR range.)

  1. The ability to demonstrate learning

This last point really is the missing secret sauce in the majority of VR experiences aimed at the education market. Very few VR experiences offer the ability for students to evidence learning without actually leaving the experience and completing an analogue task. Now there’s nothing wrong with doing things this way – it just means that the educator has to produce the means to let their students “show what they know” in another way. There are some apps which allow users to save and export their learning or demonstrate it in some form. Tilt Brush is a great example as it allows virtual artists to record and export images, GIFs and videos of a piece of work. Another impressive example is the integration of live quiz deployment directly within the Engage platform from Immersive VR Education, allowing social VR experiences like virtual field trips and lectures to be delivered to groups of students and then have them assessed right there in the app. It also means that data can be collated midway through a session to gauge the level of understanding and perhaps adjust the flow of the lesson.

So, there you go. Hopefully there were some ideas in there that developers find useful and perhaps hadn’t considered before. I’d also recommend reaching out to schools directly to forge partnerships and test-beds for your projects. Working collaboratively, we can elevate the VR education ecosystem even further as we head into 2019 and beyond.

Using Virtual Reality Setups For Education

In the first article in this series (which you can read here) I focused on why I think schools should look at investing in a high-end virtual reality (VR) setup like a Rift or a Vive. This time I’m going to focus on the more practical side of things and look at how a school can integrate a single setup or limited number of them.

The analogy I drew last time was to the days gone by when schools only had one TV or a single PC and it would be moved from class to class on a cart of some kind. If you can only afford a single Rift or Vive, the first thing to consider is whether you want to follow a similar approach to this. In other words, the school could invest in a VR Ready laptop rather than a desktop and mount base stations on tripods rather than fix them to the walls in a dedicated space. This approach would give you the flexibility to set up in multiple locations but the trade-off would be that there is more prep time required to begin using the equipment. Obviously for some schools this wouldn’t be viable due to space limitations and in fact the number of power points that are accessible in a room can also be a factor. Nonetheless, this would be the logistical approach I would recommend to those in a position to work like this as it means that a Vive/Rift can be used in parallel to other tech (which I will come on to shortly.)

A Sixth Form student at JESS Dubai using an HTC Vive for an Art project.

One last consideration would be staff. We are lucky at JESS Dubai inn that my role as Head of Digital Learning and Innovation allows me to work with various departments across our three schools as and when they need me. As such when a team want to embed the use of one of our Vives our Acer Windows Mixed Reality (WMR) headset into a unit of study, we can usually coordinate schedules so that I can be with them to help facilitate. Some schools will have a technology coordinator or similar role who may be able to do the same. If not, perhaps a member of an IT support staff team could help. Of course option three is that the teacher themselves is trained to use the technology and coordinates its use independently. This can be viable of course but as it is likely that other activities will be going on in the room, it may be best to ensure that at least one additional adult is present. The last thing you want it an over-excited student, using VR for the first time, hurting themselves or damaging the equipment. It’s worth noting that if you work with older students, you may be able to sidestep a staffing issue by using them as your VR support staff (perhaps you have student digital leaders that could fulfil this role?) but ultimately that decision would need to be made by the individual educator.

JESS Dubai
A Year 5 student at JESS uses Tilt Brush on the Acer WMR headset in a designated space.

The other thing to consider is the pedagogy of VR integration on this scale. Naturally teachers would never want to have students spend their learning time queuing to have their go on a headset so different approaches need to be considered. I’m going to share five different examples of how I have used a single HTC Vive at JESS Dubai with students.

1. Using high-end VR in parallel with mobile VR

This is the model I use quite frequently. Essentially I will find complementary experiences to use on the Vive and on mobile VR (which we can a lot more headsets for) and students will be able to access one or the other during the session. This may well mean that not every student gets to access the higher-end VR experience every time but names can be logged and if enough VR sessions are hosted throughout the year, they will all get some exposure to more immersive VR. By using the mobile VR in parallel, I tend to find that students are less bothered if they don’t get to use the Vive since they still got to use VR nonetheless. Here’s an example from a project with Year 6 who were learning about World War Two:

2. Using VR as a part of free-flow or carousel activities

Another simple way to integrate VR when equipment is limited is to embed it as a part of a free-flow or carousel. For any non-educators that may be reading, free flow is when a range of activities are set up and students can move between them as they wish during a set amount of time whereas a carousel is when they move between a set number of activities in rotation. Either can work but depending on the ratio of students to HMDs, you may find that use within free flow is better. Avoid letting students queue for their turn and encourage them to complete other activities instead. The VR access could even become a reward for those that complete more activities or work responsibly.

A student using the Acer WMR headset as a part of an Egyptian themed free flow afternoon.

3. Using VR for enrichment with a small group

A class doesn’t always need to be 25+ students. A small number of students could use a VR experience as an enrichment activity to deepen their understanding of a topic or provide them with a unique learning opportunity. This could be mean extending more-able students or providing support for those with additional learning needs. It could even be an optional lunchtime drop-in session for those that are passionate about a topic. Finding ways to limit the group size will mean that more experiences can be delivered and the impact can still be huge. Here’s a clip from a session hosted with a small group of Psychology students from our Sixth Form:

 

4. Using VR as a design tool

In some cases at JESS Dubai we have been able to use VR as a tool for students to use as-and-when needed. This is mostly the case in departments like Art and DT where students can access VR to either prototype or asses  a design as the situation arises. A great example I can offer here was how we used VR within our DT department to augment a 3D design unit. Students used Google SketchUp to create their designs and were then able to drop these into the excellent Kubity app and actually step inside them for evaluation. We even had instances where the teacher went into the design as the student stood by and listened to their verbal feedback. Integrating VR in this way is very organic; it becomes another tool available to students when needed.

5. Using VR collaboratively, in a pair or small group

One approach I have trialled over the last year or so, is to have students work collaboratively using a VR headset. In a pair or small group, students take turns using the headset but when they are not inside the virtual world, they engage with the person who is. For example, a student could be exploring a virtual museum and describe  what they are seeing to their peer who records their observations in note form. This not only ensures that more students are involved but it circumvents the inability to record notes whilst using VR (for now at least!) It also encourages the person within the VR space to be more observant and engage with the details more carefully which can deepen their learning experience. This approach may not help you facilitate a large group quickly but it is definitely worth exploring.