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Coding Mobile in VR

Coding is now a mandated subject under BC's new curriculum in grades K-12.  Until recently it was seen as a subject to difficult to teach to students in K-12 and a discipline that was focused on as a specialization course at universities or colleges.  The advent of blockly, which is a block based coding language that removes the tedious task of typing script and searching for hidden bugs, now brings the power of coding to student and teacher to create transformational learning opportunities.  Coding is not a subject taught in isolation but rather across subjects, it allows for students to converse with technology in it's own language. It begs students to be creative with computers, to reverse the cycle of search engine, power point and digital consumption that computers have been reduced to in our traditional education system. Last year the ability to code in 3D and in VR was introduced to the world on a platform called CoSpaces.  

Art
Science

Where does coding and VR sit in our Science curriculum?  How can it be used to pique student curiosity to explore, experiment and create? This section takes you through VR lesson snippets and discusses its immediate benefits and drawbacks to students as well as it's possible future direction as a mobile classroom tool.

Math

The BC curriculum has been confined for years to a text book from which it is just now breaking free.  Where does mobile technology and VR sit in this new paradigm? This section gives a brief lesson example and explains how it could be modified or remixed to fit any Math class.

Nowhere more than in VR can we see the depth of human expression and creation.  With immersive 3D environments and the ability to control them through code we can produce Art at a level never before imagined in K-12. This area looks at an art project and the flexibility and portability CoSpaces allows.

 

With this new technology students can not only build VR spaces but code them to display on mobile devices and google cardboard headsets.  There is no question that  the much talked about buzzword in VR which is "presence," that is the feeling of being an active part of the learning environment through engagement and immersion has far reaching implications for education.  Below are 3 examples of CoSpaces use on mobile devices.  Click on each example to look at the pros and cons of this emerging technology and the possible future applications for education.

 

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