Extending the Museum Experience into the Art Classroom Implementing VR
This blog aims to inspire the use of VR in the Art room, and how teachers and students can get started--should this technology be a new concept. This technology is becoming more vital in the current climate of the COVID19 pandemic--as it allows visual art students to visit traditional art galleries, sculptures, or explore digital artwork that is deigned to be experienced in virtual reality--inspiring creativity in the classroom, without leaving it. As the pandemic will eventually subside, the benefits of VR will remain--students will be able to experience most major artworks and exhibitions without having to travel.
VR offers art students the chance to visit major cultural institutions and explore some rare collections. VR has hit the mainstream and is an incredibly useful tool for educators in the current climate. The immersive nature of virtual reality brings dimensionality into classroom content and lesson planning--that engages the senses. It allows for exploration to detail, that would otherwise be difficult to match. VR creates a motivational stimulus for curiosity and authentic learning.
The quality of VR technology has become affordable and backed up by tech conglomerates. Application platforms allow the technology to be easily downloaded and installed. There has been rapid growth within the App industry for mobile and tablet devices--with an extensive selection of VRÂ experiences.
Figure 3
Le, M. Students. (2017) Students Explore Planets in Virtual Reality Using Google Cardboard at a Station During Google’s I/O Tech Conference. (Photography). [Online Image] Retrieved From: https://mv-voice.com/news/2017/05/19/kids-dive-into-tech-at-googles-developer-conference
KEYWORDS: Virtual Reality; Google Cardboard; Virtual Reality Interaction Techniques; Galleries; Exhibitions; Cultural Institutions; Visual Art Classroom; Virtual Fieldwork











