![]() For instance, digital humanities continually expands how we research and teach. Though not new as a practice, public humanities does have new tools now. But now I see why it was naïve, if not overly cynical, to think so: the public humanities have been around as long as museums, monuments, library programming, and their likes have been around. Earlier in my graduate training, I used to think "public humanities" was a new (and partly desperate) attempt for the humanities to make itself relevant and accessible in the twenty-first century. By "public" "humanities" I just mean public-facing work humanists have been engaging with. Today's museums aren't the museums of my childhood, and interactive exhibitions at museums is just one example how the public humanities have been changing. With a new tactile understanding, I perceive them to be more robust, and even more agential, than I had before. Now, every time I see gelatinous sea creatures, I remember the tank at Baltimore. I was surprised at how firm the head felt, and I remembered how Dory and Marlin bounce on jellyfish heads in Finding Nemo, finding their feat now believable. The guide behind the open tank pointed through the water's surface, showing me where it would be safe to touch. ![]() We've also compiled a list of the best virtual and augmented reality headsets for schools, which shows the options out there and can give you an idea of pricing.The last time I was at the National Aquarium in Baltimore, I got to touch a jellyfish. One leading name is Discovery Education, who offers a good example of augmented reality with their new app that was featured at Bett 2022. Since Apple introduced software advances that make building virtual reality easier this has grown massively in education. That's not as immersive, but certainly classes as a virtual reality experience. Think Google Earth, in which you can explore the planet virtually by panning and zooming about. There are also apps that offer virtual reality experiences on phones and tablets without the need for a headset. Most also now have their own software, compatible with others, which allows teachers to manage the experience of the class and gain access to lots of educational apps and games. There are now companies that specialize in providing kits with enough headsets for an entire class. Getting virtual reality into schools consists of two main parts: the access to virtual reality headsets themselves and the software required to run it all. (Image credit: KatarzynaBialasiewicz) How can schools get virtual reality? This can include history lessons taught in the Oval Office, virtually, or among the planets for astronomy. The Optima Academy charter school in Florida provides its 1,300 students with Oculus VR headsets to participate in virtual lessons. This goes further with some schools actually setting up virtual classrooms that children can visit remotely. The uses for VR extend into a variety of subjects, however, for science, for example, students could visit the stars or carry out virtual lab experiments safely using digital versions of the real thing but that react in the same way. But it goes further as this can also go beyond time, allowing a class to go back and visit an ancient city that's now gone, for example. Instead, students and teachers can slip on VR headsets and all go on a tour together. This can mean visiting a location, anywhere in the world, without the usual issues of cost, transport, waiver forms, and even crowds to worry about. One of the most powerful ways to show off virtual reality in schools is to take virtual tours. ![]() (Image credit: Viar360) How can virtual reality be used in education? With a global value at $6.37 billion back in 2021, which should reach $32.94 billion in 2026, it's clear this is a fast-growing area that's going to mean big changes in education long term. Since then, virtual reality has had lots of funding thrown at it by big name companies, universities, and technology brands. This works with smartphones, allowing students and teachers to easily and affordably experience VR. One of the big factors in this relatively recent uptake was Google Cardboard, which used a super affordable cardboard phone holder with lenses built in to create virtual worlds. ![]() While virtual reality has been used widely for gaming it's also now being used in work-based training and, more recently, in education. The makes for a very immersive view that is coupled with motion sensors so when you move your head the view changes, just as in the physical world. By placing the displays close to the eyes, usually in a headset, it allows the person to feel as if they're looking at a giant screen, close-up.
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