Designing AR/VR Experiences for ALL Our Students!

John Lewis
5 min readOct 29, 2020

Why Designers and Educators should include these new technologies when thinking about the needs of all students.

I was a special education teacher for thirteen years. About two years ago I made the decision to leave the profession to pursue a career in UX (Specifically in EDtech). Throughout my journey, I have learned so many wonderful things about people, behaviors, and technology. I have spent time studying design thinking, visual design, and most recently AR/VR design. I was awed by the technology and the rich environments and storytelling that designers were creating. I thought to myself, “Man if some of my students had this technology there is no way they couldn’t succeed!” My question to designers/educators is why aren't we leveraging these technologies to focus on our neediest students and why aren’t we designing for them?

Why Focus on our Neediest Students?

The plain and simple answer lies in the guidelines of Universal Design for Learning (UDL). As the cartoon above shows clearing a path for students with special needs potentially clears a path for all. By addressing the needs of our neediest learners we can address the needs of all students.

What is UDL?

“UDL is a set of design principles meant to guide teachers in reducing learning barriers for students. This is done through improving motivation, presenting information in a variety of ways, and expanding how students can express their understanding.” — University of Buffalo CEI

UDL, for the lack of a better word, universalizes learning. It creates a flexible approach to education. The framework allows educators to utilize tools and strategies that will…

  • Engage students
  • Allow access to learning
  • Differentiate their expression of learning

What is AR (Augmented Reality) and VR (Virtual Reality)

Source: https://www.emergingedtech.com

Augmented Reality (AR)

Think Pokemon Go! AR is used on a smart device (cell phone or tablet) to project a layer of content on top of a user’s actual surroundings, providing students with interactive learning experiences. Newer technologies are now including glasses worn over the eyes.

Virtual Reality (VR)

VR creates a totally immersed environment, a 360-degree user experience that feels real. In a VR setting, students can interact with what they see as if they were actually there. Think of the possibilities!

Why AR and VR?

Source — https://www.teachthought.com/
Source — https://www.teachthought.com/

Though these are not relatively new technologies they are rarely seen in the classroom. This technology in students’ hands daily could be GAME CHANGING! In doing the research and observing some of this technology myself AR/VR benefits

  • Students interactions with familiar and unfamiliar environments
  • Increased focus and engagement with difficult topics
  • Provides multiple access points (Audio, Visual, Tactile) to curriculum
  • Ability to solve real-world problems
  • Opens the door for 3D design in schools (Real World Ready)

How Can Designers and Educators make an Impact?

Educators

Making an impact with your students is a daily occurrence for all teachers. We are constantly striving to better our practice to improve student experiences. Including AR/VR tools into the classroom does not have to be a daunting task. Just like anything new, take small steps. Do your research, there are so many resources on places like Twitter and EdSurge.

Google Cardboard is a cheap and fun way to start incorporating VR in the classroom. Most Ipads or tablets have apps like Nearpod that can create AR experiences for your students. If you have already had the technology in the classroom why not use it?

Designers

The first stage of any design thinking methodology asks us to empathize with our users. Most designers preach this sermon when they talk about their methodology, at least the great ones I’ve had the chance to work with. Designing an AR/VR experience is becoming wildly talked about topic in the field of UX. It has every business humming with excitement.

However, when I think of impactful design, I think, where can my designs do the most good? Why not in the hands of our children? Helping the neediest child helps them all, this is the calling card of UDL. I think UDL and UX have a lot in common (I will be writing about this!) Designers can look to make an impact in the following areas…

  • Early childhood literacy (focus on phonemic awareness and phonics)
  • Reading disabilities like dyslexia and dysgraphia
  • Reading Comprehension and Vocabulary
  • Elementary mathematics (making and creating models)
  • Content areas like science and social studies (creating immersive environments)
  • Differentiating Instruction and Adapting curriculum for students with special needs

Accepting the Challenge

Empathizing with our neediest students ultimately makes us better educators and designers, there is no doubt about that. The impact can reach millions! with new technologies being created every day, it is our responsibility to leverage it for the betterment of our students. Don’t you agree…

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