For the first time throughout my reflection process I am feeling rather negative about the topic at hand. I initially voiced my skepticism of Virtual reality/simulation in the classroom. It is not that I am against the use of Virtual Reality in the classroom, but in the high school English classroom, I struggle to think of many practical applications, or at least ones that do not take up more time and effort than they are worth. Throughout my research, I have found many advantages of virtual reality. Clearly, the ability to experience something first-hand (authentically or simulated) is beneficial to learning. This is why we take students on field trips. Additional advantages of virtual reality include variety and complexity of available Virtual worlds as well as universal ability and accessibility for all students. A more traditional learning environment requires the students to translate what is on paper in a textbook to a visual image in their head. Virtual reality enables them to construct that image into a three dimensional world and then use it to experiment. I would argue, however, the ability to visualize is a necessary reading strategy and as students age up, they are urged to become less reliant on pictures and more self-sufficient with visualization in their heads (in the same way a student is to become more efficient with mental math). Part of me feels like Virtual reality takes that ability for granted. My students constantly bother me to watch a movie of the novel we are reading when it is in fact contradictory to the point of reading. This is not to say that Virtual Reality does not have its benefits. If I were working in a more hands-on content area or with younger (more tactile) learners, I recognize the benefits. Similar to real-world learning, it enables the students to experience hands-on from the comfort of their own classroom. As a young child I remember greatly looking forward to field trips, but I recognize today with simple measures like security, safety, and timeliness that virtual trips are beneficial. I personally struggle with the idea that virtual worlds become more or less a playground for students. Primarily my tech-savvy sophomores whom I feel would spend the majority of their time creating their avatar and leave little to no time to explore in any virtual world. I also recognize how difficult it is to get students to merely browse through things. My students want a purpose, with guides questions, and common goals. Not to mention the idea of assessment is an ultimate nightmare at my school. I have no concept of how to grade a virtual reality assignment, only furthering my students’ lack of desire if they know they are not being graded. Rather than continuing my rant, I will finish on a positive note of how much more I learned this week than any other before in the course due to my overall lack of knowledge of anything related to virtual reality. Unfortunately, I feel this lack of knowledge may have been for a reason as I continue to see little application in my classroom.

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