Best Practices in VR in Education. Chapter ONE

Throughout this year, I had the opportunity to write the “White Paper” of “Best practices in VR Education” for the prestigious international VR/AR Association, in collaboration with some reference members of the Education Committee and sponsored by ONE Digital Consulting and Vuze Cameras.

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Throughout this year, I had the opportunity to write the “White Paper” of “Best practices in VR Education” for the prestigious international VR/AR Association, in collaboration with some reference members of the Education Committee and sponsored by ONE Digital Consulting and Vuze Cameras.


A reference document that aims to be support for managers, teachers, students and professionals who in one way or another are within the educational ecosystem. Throughout several chapters I analyze the status and evolution of the implementation of IT in Education, current technological trends and the benefits of Virtual Reality in Education today.


This document is only a small part of the entire work, which took me more than two years of study, analysis and editing. So I am in the revision phase of a second edition, much more complete and detailed, where I enter much more in depth and detail in the chapters of creation of immersive content, ecosystems, project orientation, experiential developments, levels of sensory perception and immersion and VR/AR ecosystems adapted to the different levels of education, as well as implementation methodologies and use cases.


This new version will be published throughout the month of June / July and will be presented exclusively at the Míranos y Únete in Madrid, where hundreds of teachers will take the opportunity to evaluate and participate in different live workshops.


Meanwhile, you can download the previous version in this link.


https://www.thevrara.com/blog2/2018/11/27/the-vrar-association-publishes-best-practices-for-vr-amp-ar-in-education


Any questions to this respect, I am at your disposal at carlos.ochoa@onedigitalconsulting.eu.


Good day and good luck.


Carlos J. Ochoa Fernandez (c)

Future Jobs Opportunities around VR/AR

Versatilist with Carlos Ochoa Fernandez Podcast.

New technologies are an emerging industry creating employment opportunities and entrepreneurial possibilities. Virtual reality and augmented reality represent incredible areas of opportunity. VR failed to live up to the wildest promises when the new VR systems launched in 2015. But the number of job postings for VR and AR have risen 93% since 2015, with 17% of that growth happening in the past year.

According to projections set out by the European Commission, market demands for qualified information and communications technology (ICT) specialists will not be met, seeing a shortfall of up to 500,000 ICT professionals in 2020. Virtual and Augmented Reality solutions are amongst those with some of the highest market demand in the ICT sector.

Education is the driver to sustainability of our economy and functionality of humanity. Every day we seek to learn new information and and the way we take the lessons and apply to our every day lives, is the core of how we explore we grow and we build futures for ourselves.

Through virtual and augmented realities, the technology allows the user to immerse themselves into a virtual experience or location and the immersive lesson is retained at a much quicker time frame with a more impactful lasting memory. VR & Learning, by the National Training Laboratory, advised retention rates for lecture style learning were at 5%, with reading rates at 10%. Meanwhile, the teaching method of VR scored a retention rate of 75%.

Understanding we are moving into a world with exponential growth, there is a necessary requirement to update our education system to support innovative technologies to understand how it will be applied to job creation and support digital support systems and processes.



It is in this context where Patrick O’Shea and myself, both from ILRN (Immersive Learning Research Network) and ICICLE ( X-Reality for Learning and Performance Augmentation, IEEE IC Industry Consortium on Learning Engineering) talk about Immersive Education around Cup of Coffee.

Thanks Patrick, for this amazing conversation.

Join the podcast here

Carlos J. Ochoa Fernádez ©

Impact and ROI of VR/AR in Training II

You asked the questions, and here are the answers.

Our Training Committee held a very successful webinar on “The Impact and ROI of VR/AR in Training” on 16th January 2019.

You can watch the Webinar recording here

You can also watch the solution demos here

It proved a popular event, with over 300 people registering to watch four enlightening presentations on very different Virtual Reality and Augmented Reality training applications. During the lively question-and-answer session it became clear that the number of great questions was larger than the time available to answer them all! This post allows the presenters to respond the questions that couldn’t be answered during the webinar.

Presenter 1 : David Trainor, Sentireal

Presentation Theme

David presented the “AppUccino” software, which delivers AR experiences for special-needs trainees to learn how to be a barista and work successfully in a commercial coffee shop. AppUccino directs trainees through the process of making americano, espresso, latte and cappuccino drinks. It generates AR overlays on the physical coffee-making equipment, including the industrial coffee machine itself, the separate coffee bean grinder and the separate water heater. A short video of part of the AppUccino AR experience can be seen here. Trainee performance measurements are taken as they prepare the drink using AppUccino and these measurements are uploaded to a cloud application, which analyzes them and presents training progress information to authorized training managers. An initial pilot with AppUccino indicated that trainees retained twice the amount of information and developed their skills 50% faster using AppUccino.

Webinar Questions for David Trainor

You said it took ~9 months of definition and dev, how many people were working on your team in which roles in order to accomplish this?

We used one media/content creator and one software developer. The work was carried out over the course of 9 months, but neither the content creation nor the software development role was full-time.

How were the analyses done? Observation? Performance against criteria on task?

The analyses were done based on (i) time taken for the trainee to perform certain tasks (ii) measurements of how accurately the trainee performed certain tasks and (iii) estimates of where the trainee’s attention and focus was at specific points in the procedure.

How many users has Appuccino had? What has been the impact? In how many months after development did you achieve that impact?

We’ve just completed an initial evaluation/pilot involving 15-20 trainees within a coffee shop managed by a partner training organization. At some point in February 2019 we intend to expand this to all barista trainees within that training organization.

How long did it take to create AR content for training?

The 3D models for the AR overlays were completed in approximately 1 week. The media is actually quite simple. Strong, simple content proved to be the best way to present the required information to special needs trainees who are affected by autism, Downs Syndrome or general learning difficulties. However we needed to spend much more time – about 4 months – on the instructional design and the directions, animations and transitions within the AR scenarios.

How did you already go about gathering data on ROI prior to the development (and also launch) of the app?

The data was gathered from a pilot study at one location. This was after the app was developed but before it was publicly released.

Very exciting project! Curious why you selected that small, unique demographic to start? Unique requirements? Expect to scale up to other populations?

We picked barista training as it’s an area where there is expected to be a lack of qualified employees in the future. In the UK, where I’m from, it is estimated that there is a shortfall of 40000 trained baristas. We selected special-needs barista trainees because there is a high degree of underemployment in that group and if we can create a good intuitive solution for special-needs trainees then it should scale up well to other groups and other types of catering or hospitality training applications.

Are these analytics published somewhere?

Not yet – the small pilot study that we’ve carried out gave us some indications on the training improvements and return on investment from AppUccino but we’re starting a larger evaluation in February 2019, when more trainees start to use the app at our partner training organization. We plan to publish the detailed outputs from this larger study.

Presenter 2 : Jeff Meador, Portico

Presentation Theme

Jeff presented Portico’s Diversity and Inclusion VR Seminar, which provides learners the opportunity to practice and master their skills with inclusive language. This program was designed to complement traditional classroom learning by preparing learners with practical applications of the skills discussed during classroom sessions. With Portico’s software, learners speak directly to AI-powered digital avatars and engage in simulated conversations that put their skills to test. Learners also get real-time feedback on their performance through a virtual trainer, who uses AI to guide users towards better language choices.

Webinar Questions for Jeff Meador

How did you factor in orientation to the VR experience to overcome novelty or unfamiliarity with the technology to get straight to the experience?
We didn’t want to rely on the learner having any previous experience with VR. We give users time to look around and explore prior to beginning the scenario. This gives them a chance to understand the parameters and boundaries of the exercise. We also engage in some light chit-chat (“how’s the weather” sort of stuff) to let the learner know that they are expected to talk and that the AI is listening and will respond.

Do you need a quiet room?

A quiet room certainly helps. Current speech-to-text technology is very strong, but having a quiet place for the training is very helpful. It also helps the learner concentrate on the task at hand.

Is Portico looking at including body language (proximity to client gestures, etc.)?

Yes; we’ve done some preliminary work with this and have set some behaviors that change based on the learner’s position and/ or focal point during the training.

How is the real time interaction happening? is it a sort of multiplayer training and a mentor is interacting with you? or the AI is giving you feedback?

Everything within our scenarios is driven by AI, including the feedback. Our goal is to have these role playing experiences run without the need for actors or facilitators.

Presenter 3 : Marlo Brooke, AVATAR Partners

Marlo presented a Mixed Reality Training System for aircraft and aircraft subsystem maintenance. Primarily an Augmented Reality / Mixed Reality solution, this high-fidelity, industrial-grade maintenance training system scales from a tabletop model design, to a full-sized aircraft, allowing the maintainer to train on the job, hands free, at the point of need, without any jitter or drift. The system utilizes object tracking (as opposed to stickers or markers) to ensure highly accurate lock on target, even as the user moves around the aircraft. It also  integrates to any backend system to both retrieve and record/send information about the maintenance task. It supports collaborative tasks and remote assistance.

Webinar Questions for Marlo Brooke

How did you come up with your pricing for your offerings?

Pricing is based on the specific requirement of the customer. AVATAR Partners can develop the application in its entirety, and/or the customer can purchase SimplifyXR to build/extend all or some of the functionality. Furthermore, because we use open source products such as Unity, the customer does not need to purchase SimplifyXR to extend any AVATAR Partners built XR solutions.

Is SimplifyXR proprietary to you or is it 3rd party?

SimplifyXR is is developed by AVATAR Partners using open source development tools, and can integrate to any backend system through APIs. It is licensed and sold through AVATAR Partners and its certified resellers. SimplifyXR is not required to extend any AVATAR Partner XR applications.

Could you please clarify how 97% reduction was calculated? Does it mean that instead of 100 hours of training without glasses only 3 hours with glasses are required?

You are correct. The training task was calculated based on the current training method for that particular wire failure, which involved an experienced maintainer gathering information from 3 different source materials (ETM, Wire Illuminator, and 2D schematics) to trace and identify the wire failure. The current training method is documented as taking 4 hours on average. The AR training experience is 7 minutes in duration, which is a 97% reduction in time to train.

Marlo, you said you have offices around the country.  I didn’t hear if Portico has the same, but do either of your companies look to establish satellite offices in more remote locations? If so, what type of environments do you look for? Developed workforce, local colleges, etc?

AVATAR Partners has regional offices in Huntington Beach CA, Arlington (Crystal City) VA, Virginia Beach VA, and Patuxent River MD, with personnel working in 8 different states within the USA. AVATAR has teaming partners with offices in Atlanta GA, Orlando FL, San DIego CA, Dayton OH, and Fort Worth, TX. We are expanding based on a variety of factors including the locations of teaming partners, certified resellers, and universities both within the USA and Allied Nations.

Marlo, how did you measure those analytics?

The performance metrics were derived from test results by AVATAR Partners based on the comparison of the current methodology versus the use of XR. These tests included accuracy,  time to train, and time to complete the task. Cost savings were derived based on an assumed reduction of errors based on increased accuracy, and will vary depending on the application and cost of parts. We also discussed other studies such as the Boeing/Iowa State Study on wing assembly (Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2014).

I’m not familiar with SimplifyXR — can you describe what that is and whether that is proprietary to AVATAR?

SimplifyXR is a software product developed by AVATAR Partners that allows non-programmers to develop their own Augmented Reality, Mixed Reality, and Virtual Reality experiences. It also speeds development time by tenfold by using a user-friendly interface. The product also evaluates the user’s desired XR application and notifies the user whether or not the application is well suited for XR, or if a different training media (e.g. video training) would be more effective. SimplifyXR is owned and licensed by AVATAR Partners, and is developed using open-source tools and industry standards, and also integrates to any backend system using APIs. The product is available directly through AVATAR Partners or certified resellers.

Was there a problem using AR on an object as large as an aircraft?

We overcame several challenges to make the solution commercially usable. Using the basic development tools and markers didn’t work – it caused significant drift, jitter and an inability to accurately track the object as the maintainer walked around the aircraft. AVATAR Partners was able to overcome all of these issues by developing algorithms to lock on target without any drift or jitter to the user. Our solution being hardware agnostic, we found the Microsoft Hololens and android tablet supported higher fidelity. Also, we used Mantis Vision 3D scanners to scan the aircraft, gaining an accurate 3D model so that we could use object tracking (instead of markers). This along with our programming algorithms provides the maintainer with absolute precision as they walk around the aircraft, regardless of the unit’s size (from 1:6 the model size, to full aircraft).

Presenter 4 : Carlos Ochoa, ONE digital consulting

Presentation Theme

Carlos presented XR platform for immersive training, operation and maintenance of industry plant services, eolic farms, which includes advanced reality technologies in 3d interactive environments (extended reality, 360º video and digital data integration), methodologies in a modular architecture (on/off line). Innvestion deploy an intelligent XR ecosystem with the specialized know-how to turn unstructured data into value-adding information, for specific subject when providing services such as preventive maintenance, security management or operational management. Simulation-based training, prefaced with traditional training methods on process fundamentals, is the most efficient and fastest way to train new employees and prepare them for their daily work providing huge added value and benefits.

ONE digital consulting has been working for more than 20 years in the eLearning and Training arena, and with our selected partners network in Europe, Saudi, India, Africa and Latam.

Webinar Questions for Carlos Ochoa

What hardware configurations are everyone on the panel currently using for their XR applications?

For a full INNVESTION experience, the user only needs a mobile device and VR glasses that fit the device. The training centre will need an internet connection to download different modules.

INNVESTION can be used in a single “low cost” VR environment based on Samsung Gear Mobile VR, through the most advanced VR Oculus Rift, HTC Vive configuration. The key issue of INNVESTION is data integration in one device. From reality to virtual reality or vice versa.

INNVESTION can be used in a multi window spheric environment, for multiuser training environments.

What are KPI’s?

The acronym KPI sounds for Key Performance Indicator. This is a general business term referring to any metric used in understanding how an organization is doing. While the term can be tossed around the business world ostentatiously or irrelevantly, the fundamental rationale derives from the simple concept that if you don’t know how you did in the past, you don’t know if you have improved in the future. Because every business has its own economic niche, customer acquisition models, geographic localities, production methods, etc., each business must define for themselves what makes them successful. Therefore, the “key” in KPI, should be a metric key to your enterprise. These indicators are as varied as your imagination, but a number of familiar indicators include monthly recurring revenue (MRR), cost to acquire a customer (CAC) and the term used in this webinar’s title, Return on Investment (ROI).

When you are looking to improve your ROI in your training strategy, you need to understand clearly the training savings metrics, saved commute hours, lifelong expense of your LMS solution, overall productivity and revenue increase, other factors specific to your business and training model.

In conclusion, we can see selected companies  transforming their business opportunities for the XR technology and adopt it regardless of cost and ‘clunkiness.’ Today we see leader enterprises utilizing XR for training, maintenance, engineering, and marketing purposes. These companies eventually pull everyone else in their direction as the industry caters to their operational needs and chases enterprise benefits.

Impact and ROI of VR/AR in Training

The opportunities that will be available to enterprises when the Fourth Industrial Revolution begins to take shape, like increased productivity and efficiency, improved customer quality service, faster access to data and value information, and massive improvements in enterprise. These are the 4 key success factors for the next years.

“We must develop a comprehensive and globally shared view of how technology is affecting our lives and reshaping our economic, social, cultural, and human environments. There has never been a time of greater promise, or greater peril.” — Klaus Schwab

We are just starting 2019, with new hopes, ideas and projectsaround Innovation in Education and Training.

The opportunities that will be available to enterprises when the Fourth Industrial Revolution begins to take shape, like increased productivity and efficiency, improved customer quality service, faster access to data and value information, and massive improvements in enterprise. These are the 4 key success factors for the next years.

Investment increasing competitiveness: A clear majority of companies believe that the digital transformation to Industry 4.0 will increase their competitiveness. Utilise opportunities and reduce risks: Industry 4.0 represents a number of major opportunities for all companies. It will open up new ways for companies to integrate their customers’ needs and preferences into their development and production processes.

Standardisation through Integration IT Tech and Digital Data: There is some confusion with companies trying to innovate as to which standards will be adopted in the next five years. A huge challenge to overcome will be to derive a standardized system that works for all parties and allows for both horizontal and vertical integration, and results in maximum value for both present and future investments.

Workforce and new skills development: Adjusting talent and IT resources. Most of the companies noted that in many areas, they do not have all the staff they need to make the digital transformation to Industry 4.0. The need for efficient and effective workforce training and operation in the industry worldwide has become acute. Thanks to VR/AR, “advanced reality technologies and” digital information, technicians can focus in operation & maintenance task enables them to cut down on time spent on administrative tasks, significantly increasing productivity.

Disruptive Innovation through empowering exponential technologies: A majority of companies agreed that there are several key technologies “AI, IoT, BC, 3D printing, XR or Digital Twins” will accelerate the transformation process. Most companies are only just beginning to use these technologies and there is a risk that they may miss the opportunity, because some competitors have already been implementing it for several years and are developing the next generation of applications.

Simulation-based training, prefaced with traditional training methods on process fundamentals, is the most efficient and fastest way to train new employees and prepare them for their daily work providing huge added value and benefits.

Imagine how data transmitted from a Wind Turbine engine while operates can provide advance notice of potential failures. How use digital twins for engines to monitor their performance and carry out preventive maintenance. How digital twin technology is helping Companies understand and manage the operation of machines operating around the world, and craft next generation wind turbines and engines.

What is the digital twin?: A digital twin, according to Gartner, is a digital representation of a physical object. It includes the model of the physical object, data from the object, a unique one-to-one correspondence to the object, and the ability to monitor the object.

Digital twins have been around since 2002, but only gained momentum in 2017 when they became cost-effective thanks to an increase in the adoption of the Internet of Things (IoT) and cloud technologies, which enable low cost, high storage and compute, high throughput messaging, security, and more.

Now, you can join Carlos J. Ochoa Fernández and ONE Digital Consulting at VR/AR webinar to discuss the ‘Impact and ROI of VR/AR in Training‘ released last January 16, 2019. With David Trainor, Jeff Meador, Marlo Brooke. With 300+  registered attendees for this live session including Q&A.

The VR/AR Association (VRARA) is an international organization designed to foster collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies

Carlos J. Ochoa Fernández

VR/AR Education Committe Highlights 2018

With 2018 almost coming to a close, we’d love to highlight some facts and figures from the year and share all the different activities released from Education Committee.

This is the story of one year team work, reflections, sharing, experiences, meetings, failures, celebrating little wins and, for sure, growth.

We have just complete our first guides, case studies, life webinars and best practices white paper.

Sometimes I feel we made a heroic effort and starting reaching out to more and more people from all over the VR/AR Educational Community. We probably sent hundreds of emails, made the social media accounts, and talked with hundreds of people in last 12 months.

Last but not least, millions of people will use VR/AR technology in Education in the next coming years. I believe we are in a good starting point, demonstrating that VR/AR Edu Committee can be a powerful platform for teachers, students and professionals to speak out and bring light to the Future of Education.

We hope this roundup inspires you to engage into the VR/AR Edu Community.

With a little “big” help from my friends !!! Julie, Kris, Molly, Pradeep, Mfon, Kevin, Josue, Mike…and many more !!!

You can dowload the complete document here:

Carlos J. Ochoa Fernández ©

Transformando la Educación con Tecnologías Inmersivas. Parte 1ª.

Durante estos últimos tiempos, se está especulando mucho sobre si la Realidad Virtual será o no la nueva “killer app” en la Educación en un futuro inmediato.

Pero quizás el error comienza con la pregunta, que intenta llevarnos a un callejón sin salida ni sentido. No se trata sólo de Realidad Virtual o Aumentada. En la actualidad, podemos reconocer la Realidad Avanzada, como la convergencia de tecnologías inmersivas en donde además se integran otras tecnologías emergentes aportando un abanico de herramientas que permiten afrontar problemáticas y proyectos, con soluciones jamás antes imaginadas y mucho más próximas a la realidad. De esta manera, se puede “interconectar el mundo físico con el real”, creando un espacio digital interactivo, en donde desarrollar experiencias reales. O como dice el inventor de HoloLens Alex Kipman: el mundo de los átomos y el mundo de los bits

Si volvemos a la pregunta del inicio, vemos que esta pierde realmente el sentido desde la propia definición de estas tecnologías. Ya que no estamos hablando de aplicaciones, de dispositivos o de contenidos…Estamos hablando de una evolución de las tecnologías de la información, que revoluciona completamente la manera de interactuar con los ordenadores o las maquinas. Un nuevo ecosistema tecnológico y con nuevas metodologias a emplear.

Podemos decir sin ningúna duda, que es mucho más fácil aprender algo haciéndolo por nosotros mismos que siendo meros observadores, lectores o escuchando una lección. Por tanto, no resulta tan sorprendente que las tecnologías que te sumergen en escenarios inmersivos sean experiencias y acciones que se sientan dentro de ti de una manera natural, como tus propias experiencias y que sean un poderoso vehículo para entrenar varias habilidades y compartir conocimientos.

Por ello, y tal como he explicado en varios artículos anteriores, creo firmemente que el aprendizaje experiencial es el futuro de la educación.

Y de todo ello hablamos en la Feria de la Educación y en Aula 2018.

IMG_4849 (1)

Seguimos…

Carlos J. Ochoa Fernández ©

ESCUELAS DEL FUTURO

La realidad avanzada (virtual, aumentada, mixta) es hoy en día una de las grandes tendencias tecnológicas y en particular en la educación. Sin embargo, si preguntamos a un profesor tipo sobre cuáles cree que son los beneficios de usar la realidad virtual en sus clases, muchos mirarían hacia otro lado, o simplemente no contestarían. Y esto lo hemos podido contrastar en nuestros talleres llevados a cabo a lo largo del curso pasado. ¿Por qué? Porque muchos profesores/educadores se suben al carro de las nuevas tecnologías sin hacer sus deberes previamente. Y al final, los estudiantes se resienten y esto afectará a su proceso de educación y formación de futuros solicitantes/oferentes de trabajo.

Y tras este primer año de experiencias nos preguntamos…¿Está la comunidad educativa preparada para afrontar este gran reto?

Por ello, desde nuestro programa de “Schools of the Future” nos focalizamos especialmente en los profesores y educadores, con el fin de ayudarles a comprender las capacidades y beneficios de las tecnologías avanzadas, su empleo en el aula, la definición de ecosistemas de aprendizaje y su interactuación con metodologías innovadoras.

Según todos los estudios publicados recientemente por las más prestigiosas universidades y consultoras, los estudiantes se sienten atrapados por la tecnología, pero no acaban de dominarla en profundidad. Por lo que el trinomio Profesor/Estudiante/Tecnología debe acoplarse en un nuevo ecosistema, que permita optimizar de una forma eficiente los procesos de aprendizaje y los resultados requeridos para los ciudadanos del futuro.

Es cierto que, mediante un sencillo dispositivo de VR y un dispositivo móvil, los estudiantes pueden ser transportados a lugares y entornos inimaginables. Esto mejora su experiencia de aprendizaje, ayudándoles a visualizar cosas que anteriormente solo eran teóricas. Pero esto no es suficiente. Es necesario que el nuevo ecosistema encuentre su espacio, su porque y el cómo. Dando contestación a problemas de la vida real, algo que de otra manera sería muy costoso, por no decir, casi imposible.

Espacios Inmersivos

Una de las experiencias más apasionantes que hemos puesto recientemente en marcha han sido los “Learning Resource Centers” en 6 colegios públicos de los Emiratos Árabes.

Cuando uno pasea por los colegios alrededor de su país, todos, o la mayor parte guardan una similitud en lo básico. Pupitres en perfecta alineación enfrentados a una pared, de la que cuelga una pizarra digital o similar.

Algo que uno no encontrará en su futuro puesto de trabajo. La creación de nuevos espacios, más inspiradores y prácticos, que permitan transformar las aulas en lugares para la creación, la inspiración, la colaboración y el aprendizaje, facilita enormemente un nuevo ecosistema educativo.

Un espacio, en donde la tecnología no es un recurso más. Es un espacio de convergencia, en donde los distintos instrumentos, herramientas y tecnologías están al servicio de la comunidad para resolver situaciones, ejercicios y problemas del siglo XXI. La posibilidad de realizar actividades inmersivas, vivir experiencias o practicar en un laboratorio virtual tantas veces como sea necesario, permitiendo la experimentación sin riesgo, son sólo algunas de las ventajas que hoy ofrecen estos espacios. Los estudiantes realizan excursiones virtuales en lugar de simplemente leer un texto; están creando medios en lugar de solo mirarlo. El espacio de recursos de aprendizaje está conformado con tecnología integrada, lo que significa que los estudiantes no solo usan estas cosas, sino que también están entendiendo cómo usarlas para lograr un objetivo específico.

Además, algunos de estos espacios de aprendizaje ni siquiera están en el aula. Algunas facultades y universidades están creando espacios de aprendizaje más informales en el campus, porque entienden la importancia de crear y colaborar sin horario ni restricciones y no solamente durante el tiempo lectivo.

Resultados clave

Existe un creciente interés y la adopción de aplicaciones de realidad virtual y aumentada en la educación, particularmente enfocadas a simulaciones, experimentación y exploración virtual.

El renovado interés se debe en parte a la importante reducción de los costes que se está produciendo en estos últimos años, la disponibilidad de banda ancha, el aumento de la disponibilidad de contenidos educativos y la explosiva popularidad de los juegos de realidad virtual (realidad virtual) y de realidad aumentada (AR) como Pokémon GO.

Sin embargo, todavía existen barreras de entrada importantes a la hora de tomar decisiones de inversión. Y la decisión estratégica de cómo abordar un proyecto de esta envergadura, bien desde la adquisición de dispositivos baratos y contenidos genéricos o con una visión más global y de futuro, desde espacios de futuro y aprendizaje disruptivo. Por otro lado, hay una compensación significativa entre precio y calidad en muchas de las herramientas VR / AR disponibles.

La adopción de estas herramientas a gran escala todavía se encuentra en sus primeras etapas, y es probable que veamos un desarrollo sustancial de nuevas aplicaciones en los próximos años.

Trascendencia

LOGOSELSTEM

El valor de la aplicación de tecnologías disruptivas viene avalado por los problemas que es capaz de resolver y los beneficios que aportará a corto y medio plazo. La nueva generación de aplicaciones y herramientas VR y AR promete respaldar una amplia variedad de actividades de aprendizaje, que incluyen:

Laboratorios Virtuales para su uso en el currículo de Stem: una aplicación obvia que proporciona la capacidad de lograr la manipulación de objetos que de otro modo serían difíciles o imposibles de usar en clase. Como por ejemplo MyStemLabs.

Experiencias: que permiten a los usuarios experimentar virtualmente viajes a lugares remotos o poco probables, incluidas reconstrucciones históricas, así como la oportunidad de crear relatos y narrativas alrededor de estas experiencias, que fomentan la empatía.

Crear aulas virtuales en las que los profesores puedan simular eventos y experiencias; por ejemplo, la plataforma SmartEducationLabs.

Aplicaciones de Realidad Aumentada, que facilitan la comprensión interactiva con objetos y elementos, Aurasma o ARKit.

Los avances en el uso de VR / AR en los juegos están alimentando las expectativas de los consumidores sobre entornos de aprendizaje atractivos. El interés por crear entornos de juego cada vez más realistas está fomentando las capacidades de la tecnología disponible para su uso en un contexto educativo (mientras que los costos continúan cayendo).

Pero lo que será clave en todo caso, es alinear la tecnología con el plan de estudios. Alinear cuidadosamente el contenido y las herramientas de VR / AR que se centran en las necesidades educativas específicas y la aplicación de metodologías de aprendizaje enriquecido serán la clave del éxito.

Recomendaciones

Diseñe un programa piloto, incorporando al equipo de profesores desde el inicio y un plan de formación del profesorado. Identificando objetivos, indicadores y métricas de seguimiento.

  • Incremente el nivel de confort de los profesores con contenido de valor y el proceso del programa educativo.
  • Potencie el nivel de conocimiento de los profesores sobre los hechos relacionados con el uso de la tecnología mediante seminarios y talleres específicos ampliando el repertorio de métodos, herramientas y acciones a llevar a cabo en el programa.
  • Identificar oportunidades de éxito que permita experimentar con pilotos sencillos y contenidos con necesidades de currículo que coincidan con los productos disponibles, para comprender mejor el alcance del soporte requerido y el tiempo del personal cualificado necesario para administrar el proyecto.
  • Desarrolle un conjunto potencial de casos de uso para la realidad virtual y aumentada a fin de ayudarlo a identificar las tecnologías VR / AR que funcionarán bien en el aula y evitar errores costosos. Recomendamos emplear la metodología de trabajo, ajustada a la realidad del centro.
  • Cree sus propios contenidos y compártalos con la comunidad educativa, será una experiencia muy enriquecedora y apasionante.

Y finalmente, cree un programa de innovación y convergencia tecnología, para estar al día y evolucionar rápidamente de manera que los estudiantes y los profesores jueguen un rol de equipo. Esto será muy productivo y beneficioso para la comunidad.

Carlos J. Ochoa Fernández ©