How Virtual Reality Can Help Students Meet Learning Goals

Jon Spike, coordinator of instructional technology integration services at University of Wisconsin-Whitewater, explains the background for his approach to VR and shares some suggestions on apps that he found beneficial to classroom instruction. Spike grounds his approach to VR use in the ‘Triple E’ Framework, an educational model developed in 2011 by Liz Kolb, a clinical associate professor of education and learning technologies at the University of Michigan. It measures how a technology used in a lesson helps students meet learning goals. The framework focuses on three components: engagement in learning goals, enhancement of learning goals and extension of learning goals. It offers a benchmark to guide educators as they consider adding a technology tool to learning.


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