I picked up this article with an objective; to persuade me to go for the 'buy'. This is a research paper from Stanford University's Felicia A Smith (Computer in Libraries, Jan 2018 vol 38, issue 1 p22-25).
This article is about her Project on Evaluating the Options for Virtual Reality in Literacy Instruction and that's the beauty, she has been talking about the Literacy and VR- that makes it more interesting. I quote the author,
"This radically visionary project will create a truly transformational approach that catapults us into the virtual and eventual future of libraries." She called the abstract concept as Infinity Library.
Following extracts are important and may be an interesting read to some audience, thus I am quoting them:
"Stanford University Libraries are known for adopting emerging technologies that redefine students’ educational experience. Therefore, I am exploring the feasibility of creating an information literacy class for undergraduates that uses virtual reality (VR) technology. I will outline my proposed project in this article.
A literature review clearly demonstrates that student retention is problematic. This lack of retention can be attributed to the seemingly foreign concepts/jargon being typically conveyed in a lecture. We do not still use modes of transportation or telecommunication devices that we used in the 1800s. Unfortunately, the outdated lecture-based instructional format remains unchanged.
Clearly, one-shot information literacy lectures are not the future of instruction. They are uninspired, antiquated remnants of the past.
VR, however, is not just a more engaging approach. It is quickly becoming more pervasive in academia. VR offers the opportunity to escape the (usually dreary) confines of physical classrooms, especially windowless, mustard-colored rooms. It allows for a fantastical setting, without limitations, that can make a visually stunning first impression, which is vital for keeping learners engaged.
To achieve deep and meaningful learning, students need to truly understand the real-life application of their lessons. I posit that using real-life situations can make lessons easily identifiable and therefore more meaningful. Being information literate fuels learners' ability to efficiently and successfully navigate the world around them. Misinformation leads to manipulation and potentially dangerous results. My proposed VR project will elucidate for students that information literacy is not restricted to homework, but will be equally useful in real life. The expansive information universe is fraught with pitfalls, none more prevalent than disinformation or fake news.
VR allows students to use personal experiences (as opposed to books) to conceptualize and apply the knowledge being conveyed. This experiential-learning approach gives ownership to students and empowers them to manage their own learning. Furthermore, VR employs constructivist-learning methodology by providing interactive, student-centric exercises for active learning and focuses on meeting students' needs".
How can I wind-up this blog without a small 'treat'- thus embedded the following Youtube animation, enjoy!