[E-Learning Punk] Virtual Classroom
E-Learning Punk

Rock 'n' roll in the virtual classroom

Let blackboard and teacher's desk shine in new splendour

Virtual lessons are booming. The reason couldn’t be more obvious. Hardly an article out there manages to get around the topic of corona. It pays to remember though that online classrooms offer a range of benefits beyond the crisis. Lugging around heavy textbooks is not the only thing the digital sphere has made redundant. Flexible teaching and learning independent of location, joining lessons from anywhere in the world, acquiring digital competences as you go are all notable advantages of virtual lessons. So much so, that we feel compelled to take a closer look at the topic of “virtual classrooms” in this edition of E-Learning Punk. After all, digital teaching deserves a little extra opulence and glamour.

What is a virtual classroom?

The term implies synchronous, digital lessons. You could say that “live” e-learning is taking place in the virtual classroom. This means that instructors and course participants are in a shared digital room where they all hear, see and experience the same – just as they would in a real room. In contrast to a webinar where participants primarily listen, a virtual classroom allows active participation in the lesson. The focus is on sharing and learning together.
FUNCTIONS

How does the virtual classroom work?

Various functionalities simulate optimal student-instructor interactions in the “virtual classroom”. We summarised the top 5 for you:
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Real-time communication

Thanks to video and audio functions, lesson participants can see and hear their instructors, and communicate with them in real-time. The virtual classroom facilitates exchange the same as a real classroom does.

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Interactive whiteboard

Interactive whiteboardThis is equivalent to working with a whiteboard, blackboard or presentation board. Students and instructors can use this tool to create and edit content together – just like in a real classroom. The collaboration is key here. It boosts the sense of community despite the physical separation.

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Virtual “hand raising”

By clicking on the virtual show of hands, a student indicates – as they would in a real classroom – that they have something to say or would like to ask a question. The instructor sees this and can let the student speak.

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Group rooms

Small group settings encourage a particularly intensive exchange and allow different issues to be examined in parallel. In the digital world, participants can be split up into smaller working groups by using “breakout rooms”.

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Additional communication options

For the digital world, this final point is the cherry on top: Additional functionalities like anonymous surveys encourage more honest feedback than you would receive at face-to-face events. Chats particularly help more reserved course participants.

TIPS & TRICKS

What should I pay attention to in the virtual classroom?

Many people are only discovering this whole new world of digital conferences and virtual lessons right now. Time and again, we hear about video calls in pyjamas, involuntary sideshows and embarrassing background motifs. While proper attire and a quiet environment should be obvious, we compiled three additional aspects you should ensure in the virtual classroom:

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Well-trained instructors

It is important that instructors familiarise themselves with the functionalities of the “virtual classroom” tools before the first lesson. They need to know where to find what they need when live and be able to keep an eye on the chat at the same time.

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Preparation

The course participants also need to be prepared for the new situation. Providing a technical support phone number and communication rules in advance will prove helpful.

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Didactic structure

A teaching concept and course materials tailored to the virtual sphere will come up trumps. It may help to schedule an introductory session to overcome digital anonymity. Available interactivity options should be utilised to the fullest throughout the entire lesson.

SOFTWARE

Which providers offer virtual classrooms?

There are various virtual classroom providers – ranging from freeware to comprehensive professional versions, depending on the required range of functionalities and the preferred focus. Let us introduce three popular professional providers:

Zoom: especially in English-speaking countries widely used. Around 96% of the leading US universities choose Zoom for their virtual and hybrid classrooms. If you would like to try Zoom: Meetings lasting up to 40 minutes with a maximum of 100 participants can be held free of charge.

 

Adobe Connect: flexible, multimedia web communications and collaboration system that lets you create, hold and manage e-learning courses, online training courses and virtual seminars.

 

Vitero: emerged as spin-off from the Fraunhofer Institute for Industrial Engineering (IAO). The highlight: The user interface of the virtual classroom is based on the real world, representing a conference room where all participants are seated around the central workspace.

Directly integrating the virtual classroom into a learning management system (LMS) will help you facilitate a holistic virtual teaching and learning experience. This way, the virtual room can be booked directly via the LMS and participants can enter from the LMS. The LMS allows transparent tracking of attendance and learning successes. Vitero, for instance, can be integrated seamlessly into the imc Learning Suite.

 


That is why we’ll be speaking to Vitero in our next Punky Talk, and find out their tips for adding opulence and glamour to the virtual classroom.

Contact person

Since 2014 I have been part of the marketing & communication team at imc. My heart beats for creative campaigns, exciting content and digital innovations. My goal is to make digital topics understandable and simple to the point. My passions besides my job are good books and sports.
I am always happy to receive feedback on the series at [email protected].
Photo of Vanessa Klein
Vanessa Klaes
Senior Event and Communication Manager
E-Learning Punk Trends Immersive Learning Augmented Reality Virtual Reality
E-Learning Punk

Is coronavirus bringing immersive learning to the forefront?

Jennifer Fritz explains the potentials that virtual reality offers as the coronavirus crisis continues

Student exchanges in the US, a semester abroad in China – immersion, which can be described as switching to a completely different (language) environment, continues to be the most successful (language) learning method in the world, as well as the one with the most thorough research behind it. It’s no surprise then that virtual reality (VR), which is often mentioned in the same breath as augmented reality (AR), works much the same way.

INFO

While AR enhances our “true” reality with virtual elements, VR is instead designed to fully immerse us in a virtual world.

Needless to say, both immersion and virtual reality have become very relevant topics ever since the coronavirus crisis started. Just think of the number of people setting up Zoom or Skype meetings to stay connected and reduce the isolation that comes with social distancing as much as possible. Now think of the limits of these meetings when it comes to really making eye contact, branching off into one-on-one conversations, and even moving to a different room. That’s where VR can help.

 

Jennifer Fritz has worked as a learning concept designer, storyteller, and consultant for companies such as Virtual Identity AG and imc AG. Her passion is digital learning and teaching, and as a former member of the First German Business Association for Immersive Media (EDFVR), she knows that the future in this area belongs to virtual and augmented reality. In fact, she has seen a trend towards social virtual learning since the beginning of the coronavirus crisis.

A key observation by the concept designer, storyteller, and consultant: “Now we’re suddenly doing things that would have been completely unimaginable just a few weeks ago.”

Hi Jenny! How would you describe the role of augmented reality (AR) and virtual reality (VR) in your day-to-day routine?

Jenny: Well, as you probably know already, both are incredibly exciting new technologies. What’s worth pointing out is the fact that they’re finally seeing some proper development nowadays, and so there’s a lot of room still left for experimenting. When it comes to my personal life, I really like using entertainment applications such as Wonderscope, for experiencing stories in AR, and Beat Saber, which is a rhythm game.

 

In addition, I also work with these technologies whenever it makes sense to do so in my projects. In fact, I can’t overstate just how strongly I believe that AR and VR are both opening entirely new possibilities in terms of learning and storytelling.

 

Now, there are still many clients who are not too keen on the costs or the technology at this point, but I think it’s important to point out that VR in particular can really help us deal with the isolation resulting from social distancing during the coronavirus crisis and give us that sensation of “being there” that you don’t really get when working from home. And it goes without saying that an obvious application is daily VR meetings, but it can also extend far beyond that and include things such as professional development training and even onboarding. Moreover, the importance of this becomes more obvious when we consider that people have now been working from home for weeks and that new employees keep being added, which means that companies that have already implemented VR onboarding training have a clear advantage.

This reference to onboarding is really interesting because, as you’ve pointed out, it’s a new and exciting area of application. Now, it’s probably reasonable to assume that most people think that VR is particularly well-suited to training for high-risk scenarios – what other kind of applications and scenarios are there?

Jenny: Well, like you’ve said, VR is ideal for simulating dangerous situations and processes with valuable raw materials. But it’s important to keep in mind that VR training also makes sense when not enough training stations are available.

 

And once again, I can point out a good example related to the current coronavirus pandemic, this time derived from the fact that it’s a high-risk situation for medical staff. More specifically, a new VR training system has recently been used to train 17,000 doctors and nurses for the COVID-19 pandemic, which is something that would have been completely impossible to do with traditional training given the number of people. Most hospitals are overburdened and don’t really have capacity for urgently needed training, so a virtual space made it possible for the training participants to get their bearings in regard to the new coronavirus reality without having to put their own health, or that of their patients’, at risk. And on top of that, using virtual reality meant that valuable PPE was conserved. So if you think about it, this is a perfect example of every single factor in a single scenario: Compensating for insufficient training stations, conserving crucial raw materials, and providing safe training for a hazardous situation.

 

It’s also important to note that we’re seeing new scenarios that seem to be viable to various degrees arise on almost a daily basis right now. Needless to say, high-risk scenarios and limited capacity have been firmly established as cases where virtual reality training makes sense, but we’ll see others be confirmed as well with time. As I mentioned earlier on, social distancing makes it very likely that we’ll see – at least temporarily – areas in which VR training will replace what would normally have been in-person training, such as communication skills and sales.

You mentioned concerns about cost earlier on. Aren’t AR and VR learning methods incredibly expensive in terms of hardware and content creation? How can someone decide whether it’s really worth it?  

Jenny: With the Oculus Quest’s launch a few months ago, we now have a headset on the market that offers full mobility in a virtual environment and that doesn’t need a PC or external tracking elements – all at a price of 400 euros. This saves additional costs that would normally be associated with equipment, and the head-mounted display (editor’s note: AR glasses) is easy to use. In other words, we have an affordable option for the HMD at least.

 

Now, in regard to content creation, it really comes down to what the company in question wants, and we’re talking from real 360° photos to highly complex 3D animations – I honestly think there’s an option for every budget out there by this point. Basically put, the market has stabilized. Of course, however, it’s important to consider that virtual reality training is really only worth it beyond a certain number of users, which is why it’s absolutely necessary for companies to sit down with the relevant service provider before beginning a project and analyse the target group, the specific needs, and the general conditions involved. This would then yield a recommendation on which format and which technology to use.

What are some important considerations when designing VR and AR experiences? Do you have any specific tips?

Jenny: Well, it goes without saying that it’s important to draw several firm distinctions here. AR is used on a multitude of devices ranging from smartphones and tablets to smartglasses, so the size of the device really matters. One thing that people should always do, however, is to make sure that their applications aren’t too difficult to use regardless of whether they’re using gestures or touch. Controls need to be clear and easy to use, and there’s hardly anything as frustrating as not knowing how to make progress when taking a training course. Another thing worth considering is that voice control and a generous use of audio and audio effects can be very good ideas for both technologies. In fact, even music can be ideal depending on how cinematic the end product should be.

 

Having said all that, there is one nugget of wisdom from “normal” e-learning that remains intact for these two new technologies too: Interactivity maximizes learning. In other words, it’s important to give the person taking the course regular opportunities to explore and try things out and interact with the course contents and the learning environment.

What should we keep in mind when introducing AR/VR – in terms of the target group, for example? Would it be true that the younger and more familiarized with digital tools, the better?

Jenny: I know as many “young people” without an affinity for digital tools as “old people” with that affinity. I think it’s less a question of age than of wanting to do it. However, incorporating a phase for getting used to things and a tutorial at the beginning of a training program is never a bad idea.

 

On top of this, it’s important to remember that HMDs weigh a certain amount and that the duration of the course should usually be shorter than normal due to this.
And finally, it’s absolutely crucial to make sure it’s not just a one-time gimmick to be all cool and cutting edge. If someone really wants to use XR learning, it’s important to make a long-term commitment and consult with a professional to identify the learning scenarios that make sense, the devices that should be used, and the way that implementation and maintenance should work.

In addition to a phase for getting used to things and tutorials, are there any other tips you can offer for improving the willingness of students and trainees to use AR/VR learning applications?

Jenny: I think that’s happening by itself right now, to tell you the truth. The exigencies arising from the coronavirus pandemic have essentially made people much more willing to try out new things. In fact, Google Classrooms with VR are enjoying a surge of popularity right now, and we’re seeing less obvious solutions as well, such as people moving their travel plans to their VR headsets due to the lack of other options. And many others are now going to the museum or theatre with (web) VR applications. Now we’re suddenly doing things that would have been completely unimaginable just a few weeks ago.

 

Now, it’s worth mentioning that what has worked particularly well for me is introducing the new technology in a very relaxed and casual way. Simply bring the VR headset and let the person put it on and try out a couple of simple applications and they just usually realize right away that the technology can be fun and is nothing to be afraid of. And, of course, having an advocate team within the company that knows its stuff and can answer questions can be really helpful when introducing things.

What are some current trends in the field of immersive learning and where are things headed?

Jenny: I think the most solid trend is probably that the coronavirus crisis has resulted in a new push towards joint virtual learning. And both social learning and virtual reality were already on every single trend list before the pandemic started, but now we’re seeing a move towards social virtual learning. I think we’re definitely going to see a bunch of new products hit the market in the next few months.

 

I also think that we’re going to see a greater integration of WebVR snippets into “normal” training courses, as that’s a great way to test the waters with this new trend.

 

 

Thank you very much for the exciting interview, Jenny!

Contact person

Since 2014 I have been part of the marketing & communication team at imc. My heart beats for creative campaigns, exciting content and digital innovations. My goal is to make digital topics understandable and simple to the point. My passions besides my job are good books and sports.
I am always happy to receive feedback on the series at [email protected].
Photo of Vanessa Klein
Vanessa Klaes
Senior Event and Communication Manager