Virtual reality content for higher education curriculum
Sarah Howard, Kevin Serpanchy, Kim Lewin · QUT ePrints (Queensland University of Technology) · 2018
Virtual Reality content has quickly become embedded into popular culture and everyday purposes. Interaction within a virtual 3D environment has enormous possibilities for a number of different industries such as (but not limited to) business, healthcare, entertainment, architecture, engineering and all levels of education. This paper will discuss how Virtual Reality content and skillsets were introduced into coursework within various Queensland University of Technology (QUT) Faculties, as a result of a collaborated effort between QUT Library, ProQuest and representatives from several QUT Faculties and Divisions. In 2017 QUT Library established a research project with ProQuest to explore the design and delivery of Virtual Reality resources, content and application in Higher Education. The aim of the project was to deliver a Higher Education Virtual Reality pilot at QUT to enhance the student experience through the engagement of technology, whilst enabling lifelong learning capabilities. The unique research partnership between QUT Library and ProQuest facilitated an opportunity to explore high quality Virtual Reality content delivery options resulting in enhanced information resources. Throughout the project, QUT collaborated with ProQuest to identify appropriate Virtual Reality packages, suitable to be delivered by academic libraries in the Higher Education sector. The project included a search of the current literature, an environmental scan, focus groups, and interviews to identify the need within QUT Faculties for the use of Virtual Reality content and resources, which would subsequently provide additional options for blended learning resources. There have been a number of changes to external and internal university and library environments in the past decade. Examples include changes to the Higher Education sector in regards to the necessity to keep up-to-date with technological innovation and current market trends, as well as an increase in the range, variety and use of innovative content to improve and enliven the learning experience of students. These trends, including rising expectations of students (particularly school leavers) who have used Virtual Reality prior to entering the Higher Education environment, were contributing factors for the commencement of the project. The project resulted in partnerships with academic and professional staff across different QUT Faculties and Divisions. It enabled an opportunity for Faculties to offer additional online resources within their course curriculums; and where necessary, develop new skillsets for both students and staff. An awareness of the availability of Virtual Reality content and resources for Higher Education both within Australia and internationally needs to be further developed. QUT Library and ProQuest aspire to work with likeminded institutions throughout the world to continue exploring the opportunities of Virtual Reality content for Higher Education curriculum.