Kicking Off Our VR Journey in the School Library

This fall, I attended a local library conference and got to try out VR goggles for the first time. We've used Google Cardboard at home, but it was a very different experience to use VR on the Oculus Quest. 


The workshop session was a great introduction to the educational applications of VR, and helped me decide that it was time to start exploring the technology in my district. 

If you're interested in exploring VR in your library, there's a lot of different options available at a WIDE range of price points. When you start investigating VR headsets, you'll notice they come in one of three varieties: 
  • Mobile - the VR headset is really just a viewer - some kind of box with lenses. These devices are powered by a cell phone that slides into the viewer. They aren't nearly as immersive as other types of VR because their ability to track motion is much less sophisticated. Though, these devices are the cheapest if you already own a cell phone. Prices start around $5.00.
  • Tethered - these VR headsets need to be plugged into a computer to work.  They have lots of different tracking capabilities built into the headset and really good screens. They tend to be the most expensive option, but they have the most video processing power allowing for fantastically smooth and detailed images shown in high resolution. Because processing is done by an external computer, they are also lighter on your head than other options. Prices start around $400.00.
  • Standalone - standalone devices contain everything that's needed for a VR experience. They don't need to be tethered to a computer and don't require a mobile phone. Their motion tracking and processing typically falls somewhere between mobile and tethered devices. 
Here are VR options from three different companies:


Google Cardboard

Above: Google Cardboard Viewer

With this mobile VR option, the user slides a cell phone into a viewer. So if you've got a phone (here's a list of compatible devices), the entry cost is really low. You can make your own viewer, or purchase one - they start around $5. I don't know that this is the most efficient method for schools. Yes, you can solicit donations of older phones, but you'll still have to get each of those devices on WiFi and make sure their OS is current enough to run the necessary apps. You could also do a BYOD, but you'll have to ensure that students have installed the correct apps and that their devices will fit into the viewers you provide. With Google Cardboard, you also have to hold the device against your face - there's no head strap to keep it attached, like with more sophisticated offerings. Sometimes, you'll see Google Cardboard devices described as a "novelty."

When using Google Cardboard, you'll use the Google Play store to purchase apps. One of the standout apps for education is Google Expeditions - it makes it easy to take a guided field trip to destinations all over the world, with lots of educational content built-in. There's also augmented reality options (AR), allowing students to do things like interact with musical instruments or Shakespeare's work. We've used an Expedition trip to the United States Holocaust Memorial Museum via the iPads, and when the technology actually worked, it was pretty amazing. If you wanted to build a custom field trip for students, you can do so using Tour Creator, and then deploy it via Google Cardboard. 

Oculus Headsets

Above: Oculus Quest


Oculus, owned by Facebook, is perhaps the best-known player in the VR market. They sell three different headsets: Rift S, Quest and Go. The Rift S is a tethered headset that requires a computer, and the Quest and Go are standalone devices. Navigation is done using hand-held controllers. The Go is an entry-level headset that costs around $150. It's a step up from the mobile headsets on the market but doesn't have the sophisticated tracking of the Quest and Rift. The Rift S and the Quest both start at $400 and include Oculus Touch controllers. Out of the three, the Quest seems to have the best set-up for schools - it's got great motion tracking and provides an immersive experience, and because it's a standalone device, it doesn't require any additional equipment. 

Apps for the devices are purchased from the Oculus store. The options for Quest and Go are more limited than those available for the Rift S, but there are still plenty of with lots of educational promise, like Wander, which employes Google's 360 street view to allow users to tour places all over the globe. 


ClassVR

Above: ClassVR

Developers are starting to push out VR headsets designed specifically for educational applications. One example is ClassVR, from a UK company, which offers school-friendly features like central headset management, curriculum-aligned content, installation and training, and secure storage and charging. Rather than use handheld controllers like Oculus products, navigation is done through head movements and hand gestures, which may be more intuitive to students.  A case of 8 devices runs around $2800, which is about $350 per device. In addition to purchasing the device, there's an annual subscription fee of around $400 to access the portal with all the content. 

Stay tuned! I'll let you know what we've purchased and how we're going to begin implementing the devices. 

Are you using VR in an educational setting? What equipment did you go with?

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