Virtual reality is defined as technology that allows students to explore and manipulate computer generated, 3-dimensional, multimedia environments in real time. Virtual reality integration within a classroom lesson may greatly impact a student’s overall perception of a lesson.
Virtual reality technology can assist teachers in addressing issues related to content knowledge, motivation, interest, and assessment performance of students in the classroom. The incorporation of this type of technology generates both high interest and involvement with participating students. Virtual Reality in the realm of special education has been shown to positively impact student learning because the presentation of varying formats also addresses varying learning styles. Smedley, T.M. & Higging, K. (2005) in Virtual Technology: “Bringing the World into the Special Education Classroom says that technology based applications give students access to worlds and environments that are inaccessible, too expensive, or too dangerous in a classroom setting; enable students with disabilities to experience laboratories and field trips at their own pace; and allow them to repeat the experience as many times as necessary.” The potential for students with disabilities when using virtual reality simulation is pronounced. Students with cognitive disabilities can learn complex concepts, or a physically disabled student could be afforded opportunities to walk and compete with others. In the Inclusion classroom virtual simulations might serve to equalize disparities between the special education and regular education students. As students would be using similar models to obtain a “skill level”, the special education students might perceive this environment as more “fair” The students can use multiple intelligence(s) to produce a similar product in a manner more suitable to their style of delivery. The same might be said for other subgroup of students such as ESOL, and Life Skills. The overall benefit of Virtual Reality is its positive impact on students learning.
Smedley, T., & Higgins, K. (2005). Virtual Technology: Bringing The World Into The Special Education Classroom. Intervention in School & Clinic, 41(2), 114-119. Retrieved from Education Research Complete database.
Strangman, N., & Hall, T. (2003). Virtual reality/simulations. Wakefield, MA: National Center on Accessing the General Curriculum. Retrieved October 26, 2010 from http://www.cast.org/publications/ncac/ncac_vr.html
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