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submitted 1 year ago by alyaza@beehaw.org to c/chat@beehaw.org

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[-] Olon97@beehaw.org 6 points 1 year ago

Here from Reddit (Apollo user).

I am a HS Biology teacher with a previous career in game development. Very involved in gamification and VR in education (creating in VR, the apps that can be used in a classroom are lacking at the moment).

If it dates me, I had a Digg account back in the day and have spent more time on MySpace than Facebook.

[-] turninggears@lemmy.blahaj.zone 2 points 1 year ago

Fellow HS teacher here. Definitely interested in your thoughts on VR--I imagine you're imagining things like visualizing parts of cells?

[-] Olon97@beehaw.org 3 points 1 year ago

Sure! Gallery walk experiences of anything that can be represented with a 3D model is a fairly straightforward first step for VR in the classroom. This last year I had students use the “nanome” app to look at receptor proteins and the compounds they interact with and they can attempt to see where they think the active site might be as a 3D puzzle exercise.

For a while, Labster was doing interesting work in the VR space with immersive Biotech labs (they gambled on Google’s VR hardware and software platform and pivoted to remote learning apps when Google dropped support). I liked how they made it safe/memorable to mess up a lab. For instance, there was a chemistry lab where it would tell you to wear goggles but would continue the experience if you didn’t actually do the goggles step. At a later stage, if you mixed compounds wrong, the reaction explodes and if you hadn’t worn goggles, you go “blind” (game over / restart level). Students talk about such moments amongst themselves as if they’re discovered an Easter egg, and when you instruct them to wear goggles during a real lab they are a little faster to comply. :)

this post was submitted on 10 Jun 2023
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