crf_hernanb10@cuchicago.edu
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Introduction
The intended Virtual Reality learning environment design proposal for Montini Catholic
High School seeks to provide an innovative learning setting which fosters authentic learning for
all students. The design of this learning environment primarily aims to provide virtual
experiential activities to the students enrolled in music history, music appreciation, choral and
instrumental ensembles. This technology setting would be also available to other academic
departments upon request. For that purpose, a Virtual Reality lab would be integrated within the
setting of the music computer lab. Headsets would be connected to each of the workstation
computers and specialized music content software would be installed. During this immersive
experience, students would be touring virtual places or musical content as a complement to the
Topic/Subject Matter
Moving forward, the 21st-century technology has been integrated as a learning tool into
the education system. A Virtual Reality learning environment would provide unique
In the context of education, music instruction has commonly relied on a traditional style
of teaching where the instructor is the main provider of information. Black (2002) explains that
this model is conducted in environments where students are situated in the classrooms in the
same place and time for acquiring instruction and the content is presented in sequential order and
With the inclusion of Virtual Reality to music teaching, students would become active
Fink (2017) says that these immersive experiences serve to foster imagination, engagement for
learning and help them to interact and develop 21st-century technological skills.
In music education, a Virtual Reality environment would help the students to deeply
understand musical concepts by experiencing and exploring simulated virtual places were
musical genres or relevant historical theories were originated. These experiences could certainly
reinforce the perception of their own musical learning reality and would allow the students to
simulated world where students have the opportunity to interact with computer-generated
environments which gives them a realistic sensory experience and a lifelike involvement (The
EDT-7030 Final Paper:Learning Environment Design
NMC/CoSN Horizon Report, 2016). Ausburn & Ausburn (2004) explain that the use of this
immersive audio-visual experience produces relevant changes from the traditional style of
teaching and have enriched learning by enhancing compression and academic performance
achievement.
United States Military in the 1960’s. This technological innovation had applications, for the most
part, to private sector use until specialized arcade games companies started to design virtual
reality games for public use in the late 1980’s (Page, 2000). Although these games were not
successful in their beginning, Virtual Reality expanded to other disciplines such as medicine,
archeology, engineering, education, etc., which perceived the learning benefits from this
training and simulated experiences that would be infeasible to produce in the real world (Kimer,
2011)
● Interaction: Participants manipulate objects that exist only within the simulated
For the effective use of Virtual Reality within the context of education, researchers have
developed a framework to identify specific strategies and learnings goals that the participants
could derive from the Virtual Reality experiences. For that purpose, deFreites et al (2010)
EDT-7030 Final Paper:Learning Environment Design
created a Four Dimensional Framework which needs to take in consideration the creation and
4. The context (environment, access to learning, supporting resources) where learning occurs
With this structure, designers could target instructional plans with specific goals
dedicated to the interaction of the students with the intended concept in the virtual environment
experience.
alignment with the educational constructivist approach. This theory as explained by Mayer,
(1999) fosters learning by building and organizing relevant information that is integrated with
existing knowledge to construct a new concept. For Virtual Reality, this is a vital concept
because the individual learners have the opportunity to makes sense of their own virtual learning
environment and to compose their own reasoning and understanding from their own personal
experience.
For effective Virtual Reality experiences, students will be assigned to one computer
workstation with virtual headsets. Prior to the immersion into the activity, students would receive
instructions of the objectives and goals to achieve. When all the questions or technical issues
have been resolved, students would proceed to immerse into the assigned virtual world.
EDT-7030 Final Paper:Learning Environment Design
During this experience, students would have the opportunity to “visit” places such as
cities, museums, concert halls, or specialized music software content. This exploration would
allow students to interact with the elements of that particular place, time and artist that would
A good example of this virtual experience from the students’ perspective could be
described in this manner: students will virtually visit the city of Paris, France during the times of
the 18th Century. The narrative and visualizations would help the students to see the
development of the local musical scene that was influenced by composers, performers and other
European musical styles. This immersion would allow the students to choose from various
scenarios and sequence their experience. For instance, they could select to visit a composer's
space to see his creation of musical ideas or they could select to visit the concert halls to observe
As for the role of the instructor in a Virtual Reality activity, he/she must provide specific
guidelines for the proper use of this technology that guarantees students the desired learning
achievement from that experience. Then the instructor must describe the goals and objectives to
With this foundation, teachers adding Virtual Reality to their music curriculum should
emphasize their instruction as facilitators of learning. This educational concept is based on the
concept that teachers must construct an educational environment where students have the
opportunity to fulfill their potential for personal and academic growth (Elam & Duckenfield,
2000) Subsequently, intellectual curiosity, collaboration and interaction with the learning context
would be developed among students. This concept is supported by Dewey’s writings (1935)
EDT-7030 Final Paper:Learning Environment Design
where he remarks the function of education not only as the transmission of knowledge but the
Using Virtual Reality in music education would bring significant benefits to the students’
learning process:
● Virtual Reality improves learning by allowing students to experience content from a first-
person perspective.
I believe that Virtual Reality has the potential to positively reform the interaction
between students and the musical content, thus allowing them to create new resources of
learning. For that reason, both formative and summative assessments, would serve to determine
individual student learning and progress and to create adjustments to the instructional strategies.
EDT-7030 Final Paper:Learning Environment Design
and mastery of the musical concept learned during their Virtual Reality experience. This would
help the students to discern the unit objectives and the procedures to accomplish their learning
For formative assessment, students would be able to receive feedback from the teacher as
track the students’ progress while learning is happening, fostering critical thinking and inducing
students to take ownership of their own learning. These assessments could be applied as
concepts and journals to record students feelings or impressions from their Virtual Reality
experiences.
feedback from their experience in Virtual Reality. The collected data would help me to
determine the effectiveness of the students’ virtual experience and how to update my
Technical The Virtual The Virtual The Virtual Reality The Virtual
Quality Reality gear Reality gear gear functioned Reality gear did
functioned functioned ok.There were not function
flawlessly. properly. some technical properly.
issues.
EDT-7030 Final Paper:Learning Environment Design
References
Ausburn, L. J., & Ausburn, F. B. (2004). Desktop Virtual Reality: a Powerful New Technology
jjjjjjjjfor Teaching and Research in Industrial Teacher Education. Journal of Industrial Teacher
Black, G. (2002) A Comparison of Traditional, Online and Hybrid Methods of Course Delivery.
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deFreitas, S., Rebolledo-Mendez, G., Liarokapis, F., Majoulas, G., & Poulovassilis, A. (2010).
Dewey,J. (1938) Experience and Education. Kappa Delta. New York, N.Y. : Touchstone
Diaz, R. (2016). Augmented Reality Versus Virtual Reality: The Battle Is Real. Retrieved from:
jjjjjjjjhttps://techcrunch.com/2016/01/04/ar-vs-vr-the-battle-is-real/
Fink, J. (2017) Virtual Worlds, Real Rewards. Retrieved from: www.district administration.com
Elam, K.G.,& Duckenfield, M.(2000) Creating a Community of Learners. Using the Teachers as
NMC/CoSN Horizon Report. (2016). Emerging technologies for their potential impact on and
Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A Systematic Review of
jjjjjjjjVirtual Reality in Education. Themes in Science and Technology Education, 10(2), 85-119.
Kirner, C.& Kirner, T., G.; (2011).Evolução e Tendências da Realidade Virtual e Aumentada. In:
jjjjjjjjPré-Simposio SRV.
Page, R. (2000). Brief History of Flight Simulation. Proceedings of the SimTecT 2000 (pp.