The Point

The Benefits of Adding Virtual Reality to the Classroom

Written by David Auerbach H'14, P'11 | Aug 7, 2018 1:55:52 PM

Cardigan has embarked on a new and exciting journey with the recent purchase of a computer workstation and Virtual Reality (VR) headset. The equipment provides our students with an immersive, 360-degree visual and auditory view of programmed content ranging from animated games to simulations from Google Earth. Access to the technology behind VR is important for users and creators of the programming. Exposure may help direct interested Cardigan students towards computer-based opportunities in secondary school and beyond.

Virtual Reality is the term used to describe a three-dimensional, computer-generated environment, which presents our senses with a near-reality experience. Science fiction writers envisioned the VR concept as early as the 1930s, and the ability to simulate experiences have existed since that time. 

Cardigan’s entry into the world of VR will add another exciting dimension to our Arts program. The recent installation of ten new computers in the art room has allowed us to expand our Visual Arts curriculum to include a Digital Arts unit.  VR provides a captivating and inspiring experience for our boys and the potential for using VR as a creative vehicle appears limitless. The equipment serves as a tool for those interested in developing content, as well as a portal through which instruction may be delivered.

Some motivated students in our Gates Invention & Innovation Program have begun learning how to write code and provide VR content.  Their work can be used as an entry in the Gates competition at the end of the year. It is truly gratifying to see how quickly our boys have embraced the technology and to witness their excitement when creating content.