Enhanced and Accessible Learning Using WebVR

130 Queens Quay East - Room 232

There are many advantages in using Virtual Reality (VR) for learning such as higher student motivation, enhanced spatial knowledge, and improved contextualization of learning. Unfortunately, accessibility still remains a large hurdle towards increased use of this technology in the classroom. Not all learners are comfortable with putting on a Head-Mounted Display (HMD), and most learners do not have access to one. It is also not yet economically or practically feasible to outfit a classroom with several high-end VR systems. A possible solution to this is in the use of WebVR, as we can explore immersive website design that scales to the device accessing the content: either desktop, mobile, or HMD. Additionally, as WebVR is built into the browser there are no installations necessary and we can access content via hyperlinks within our existing Learning Management Systems (LMS’s).

In this workshop Anthony will demo a WebVR socio-educational platform he has been developing for his PhD research at Carleton University, while also fostering open discussion on what VR is, what it isn’t, and how it can be leveraged in our classrooms to augment and enhance existing teaching and learning methods. The workshop will then explore and build their own simple WebVR application using A-Frame – a WebVR framework using basic HTML5 and ECMAScript6 (Javascript). This will act as an introduction to WebVR development, and the philosophies that have driven its creation.

This tutorial will be geared towards novices, though all skill levels are welcome!

If you wish to follow along in this workshop, please bring a laptop with an internet connection as we will be using glitch.com to create and learn. (Digifest will also be able to provide computers for attendees without laptops.)

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