Campuses transform learning through immersive technology

Campuses transform learning through immersive technology

As video technology becomes more prevalent as a method of conveying information to learners of all ages, faculty are integrating videos into their courses in an interactive way to engage students. Beyond just watching videos in a lecture, faculty are also incorporating virtual reality (VR) immersive experiences into the classroom that allow for active learning, drawing students’ attention to the critical points being taught in the course.

Working with faculty, staff, and students across Penn State, Media Commons is a University-wide initiative aimed to provide support and resources to incorporate digital media projects into the classroom. Media Commons is a Penn State Teaching and Learning with Technology (TLT) service that creates and maintains innovative learning facilities, as well as empowering students to become media-creators.

Students across Penn State’s campuses – from Penn State Beaver to New Kensington, and Shenango – are trailblazing the future of education with immersive technology in and outside of the classroom.

“Media Commons has always focused on the intersection of multimedia-based creativity and the classroom,” said Nick Smerker of Media Commons. “By leveraging our years of experience supporting students and faculty in their sharing of compelling stories, we aim to bring this focus on storytelling into a whole new realm of expressive tech.”

A penn state new kensington student tries on a virtual reality headset

During a Media Commons showcase centered around a newly installed immersive experiences (IMEX) viewing pod, Penn State New Kensington students and faculty consulted with Media Commons staff to explore 360-degree cameras and virtual reality headsets. Yesenia Figueroa-Lifschitz, library assistant (right), helps sophomore Olivia Ahr try on a headset.

Last spring, an immersive experience (IMEX) viewing pod was installed at Penn State New Kensington. The new space is equipped with the same furniture used in the IMEX Lab at University Park. The ergonomic chairs are specifically designed to support a 360-degree range of body movement, allowing visitors to fully engage in a virtual reality environment.

Penn State New Kensington’s viewing pod has been used in a variety of ways, from an immersive art exhibit to the virtual exploration of South Korea, the 2019-20 pick for the campus’ Country of Focus study program. The viewing pod is open Monday-Thursday 8 a.m.- 8 p.m., Friday 8 a.m.- 5 p.m. for students to explore immersive technologies. To learn more or to reserve the pod, visit the Penn State New Kensington location page.

At Penn State Beaver, students in BIOL 220W (GN) Populations and Communities are connecting their learning material to the real world through 360-degree videos and interactive in-class activities. Cassandra Miller-Butterworth, associate professor of biology at the Beaver campus, has been teaching Populations and Communities for many years. Until this past spring, she would spend the first two weeks of class reviewing different biomes through a series of photos. “Most of my students were not engaged during this section of the course because I would describe a biome, and then show a photo of it. My goal was to try to make it more interesting and interactive to help students retain that information better,” says Miller-Butterworth.

With the help of Smerker, Miller-Butterworth was able to give her students an interactive in-class activity that depicts the twelve terrestrial and six marine biomes. Navigating through an interactive BiomeViewer map, students discovered different biomes with descriptions of its distinguishing features as well as search specific locations on the globe to explore additional information on climate, plant life, and animal species.

Smerker also helped Miller-Butterworth find and upload 360-degree immersive videos of the biomes to the Penn State IMEX Lab’s Experience Catalogue, an evolving list of 360-degree videos and virtual reality apps of varied disciplines, curated by the Media Commons team to engage students through the use of immersive content.

Miller-Butterworth’s students were able to launch a 360-degree video of a biome directly on their phones by clicking on a link to the content in the Experience Catalogue, which corresponded to the respective biome on the interactive map. Students then inserted their phones into a VR headset, allowing them to immerse themselves in the selected biome.

Sophomore Heaven Bowman enjoyed the immersive videos, which expanded her enthusiasm in the subject. “I loved how the technology enabled me to have such a hands-on experience in the classroom. I completely felt like I was in the rainforest and the desert, so it allowed me to understand more of the ecological aspects of the biome. It was engaging and made me want to experience more.”

Miller-Butterworth says anything that brings abstract concepts to life for students is essential. She points to this generation’s affinity for technology and watching videos, especially on their phones. “If you can bring those [technology] skills they already have and things they enjoy doing into the classroom, that helps them stay engaged and retain more information than a traditional lecture.”

The use of 360-degree videos of biomes in the classroom was first explored by 2018 TLT Faculty Fellow and associate teaching professor of biology, Karen Kackley-Dutt, to provide students the opportunity to observe Earth’s biomes for themselves through an immersive experience.

At Penn State Shenango, assistant teaching professor of nursing Maureen Dunn has also been very successful in implementing immersive reality approaches from her time in the 2018-19 Blended Learning Transformation (BlendLT) cohort, a program supported by TLT.

Dunn’s NURS 417 Family and Community Health Concepts, taught in spring 2019, was transformed from a fully face-to-face course to a blended environment. Teaching with immersive reality is appealing to Dunn because her students are adult learners. Most have full-time nursing jobs, often with long shifts, and families, which make it difficult to attend class. Her students appreciate the flexibility to complete assignments at home or at a time that fits with their schedule.

One assignment that posed a challenge for nursing students was a windshield survey. During the windshield survey, students were asked to go into the community to identify both the benefits and challenges in health education and local services.

Working alongside TLT staff, Dunn recorded eight different 360-degree videos that her students could view anywhere on their phones to complete the windshield survey. Students watched these videos, used Adobe Premiere to make edits, and through VR headsets, they learned more about what community health resources were available for individuals.

Smerker is enthusiastic about the 360-degree videos and their use in this type of course going forward. “Students benefit from being able to make informed decisions about how they tell the stories that matter to them. Whether as producers or consumers of immersive content, this fluency in technology-aided storytelling will be invaluable in sharing information in the years ahead.”

Instructors interested in starting to explore immersive reality in the classroom can explore the IMEX Lab’s Experience Catalogue’s digital resources. Media Commons also provides interactive workshops to teach students how to use iMovie and 360-degree video equipment to create immersive reality videos.

New Faculty Learning Communities are forming

New Faculty Learning Communities are forming

Teaching and Learning with Technology (TLT) will continue to support Faculty Learning Communities (FLCs) at Penn State for the 2019-20 academic year. This program allows tenure and teaching faculty to explore topics like learning spaces, scholarship of teaching and learning, data science, and more in peer-led groups.

Leaders are needed for the upcoming year and applications are now being accepted until April 12, 2019. Faculty whose proposals are selected will receive a $500 stipend and up to an additional $500 to fund supporting activities such as lunches, guest speakers, and tech tools. Proposals selected for funding will be announced the week of May 3, 2019.

Applications can be submitted on any topic related to teaching, learning, and technology. Communities that form around these topics will be cross-college, cross-campus, and cross-discipline. Leadership for the FLCs will come from a full-time faculty member along with support from TLT.

Stephanie Edel-Malizia will host virtual open office hours on March 20 from 10:00 a.m. to 4:00 p.m., April 1 from 1:00 p.m. to 4:00 p.m., and April 5 from 10:00 a.m. to 1:00 p.m. Stephanie can be contacted at sae12@psu.edu for more information on these sessions, or on applications for 2019-20 FLCs.

New course at Lehigh Valley, Schuylkill campuses gives students the power to create interactive, virtual worlds

New course at Lehigh Valley, Schuylkill campuses gives students the power to create interactive, virtual worlds

A new class at Penn State is a video gamer’s dream—or just the perfect thing if you have ever wanted to design your own virtual realm.

Starting this fall, a new course, Game 180N (GN; GA; Inter-domain) The Art and Science of Virtual Worlds, will be offered to first-year students at Penn State Lehigh Valley and Penn State Schuylkill. The course will focus on the physics and foundations of virtual worlds, virtual world planning and design, interactive fiction narration, and application of technologies used for virtual world input and creation, including virtual reality headsets and a variety of web- and computer-based software packages.

The course, two years in the making, has been led by Jeffrey Stone, an assistant professor of information sciences and technology at the Lehigh Valley campus, and was supported in part by an Integrative Studies Seed Grant from the Office for General Education.

“Students will come up with their own idea of a virtual world,” said Stone. “It’s a vague concept intentionally so students can follow their own passion.”

The multi-disciplinary course will be the perfect marriage of narrative arts and physical sciences. It will be taught at the Schuylkill campus by its developers: Michael Gallis, an associate professor of physics, and Nicole Andel, an associate teaching professor of English. At Lehigh Valley, the course will be taught by Stone; Daniel Jackson, an assistant teaching professor of physics; and Michelle Kaschak, an assistant teaching professor of English.

To help point students in the right direction for their virtual realms, faculty have been diving into the vast world of computer-generated creation.

“Several of us have been playing with the Unity game engine, as well as A-frame, a web-based toolkit,” Gallis said. “We’ve been playing with the 360-degree cameras and some 360-degree animation.”

In the course, students will work in teams to construct the various virtual environments and characters, applying a combination of 360-degree video, programming, and digital imagery.

“Mike’s role, being the physicist, is to help them learn about the different physics concepts behind virtual reality and virtual worlds—things like motion and light—so that their ideas can be grounded in what’s feasible, practical, and real,” explained Stone.

Gallis wants students to learn about the science of observation, including how they make measurements in the virtual world and how they model what is happening in the physical world. In the virtual realm, this becomes interesting, as things can depart from a model for a number of reasons, one of which is due to the fact that virtual worlds may not be exactly correct or complete.

“Virtual reality is useful for is training simulations,” said Gallis. “Part of what we are trying to convey is not just ‘Hey, virtual worlds are cool,’ but they’re actually useful in a variety of situations: training simulations, testing, and it is contingent upon the veracity of the model.”

The narrative arts aspect of the course will examine what the story and narrative of the virtual world will be and how it will be expressed.

Coming from a background in theater, Andel is used to storytelling. As a graduate student, she co-founded a medieval and renaissance drama troupe. Recently, she taught a course on video game literature and she found the opportunity to apply her production expertise.

“I’ve taken the skills I have gained from producing, directing, and thinking in 3-D as a narrative and brought them over to VR,” said Andel. “Part of the class is discussing how to embody a story and how it’s different than it usually occurs in drama, where there is an audience watching people on a stage. Storytelling is different with an avatar.”

For students, there are many options for future careers in the video game industry, as many skills sets are involved.

“There’s lots of room, career-wise; if you ever look at the credits list on video games you will see a large number of people involved in a wide variety of specializations. The budgets for these projects can be tens of millions of dollars,” said Gallis. “They can rival the most expensive movie productions.”

Students will walk away from this course excited and prepared for a growing industry.

“Right now, we’re training people for jobs that aren’t created yet,” Andel said. “We hope that students will gain the skills they need to do these types of jobs in the future; courses like this help them become acquainted with everyday jobs they might be asked to do.”

Andel hopes professors will branch out into teaching similar non-traditional courses in the future.

“My hope is more instructors will embrace these kinds of courses and modes of teaching in really exciting ways.”