Empowering Community Colleges with the Low Cost Virtual Reality Project | SCC

Empowering Community Colleges with the Low Cost Virtual Reality Project

Background

Community College faculty attend a training to learn how to develop their own VR educational modules provided by the Low-cost VR project. Group working on their computers and with VR goggles.The Low Cost Virtual Reality project is a new innovative training that empowers teachers to create their own low-cost virtual reality (LCVR) environments and content, without the need for expensive equipment, software, or commercial VR subscription payments. This program was successfully piloted at Somerset Community College (SCC) in spring 2022, where it was shown that even instructors with little to no experience in programming, game design, or related fields can be trained to create engaging and effective VR classroom environments in a short period of time all on their own. This increased accessibility allows for a wider range of educators to take advantage of the benefits of VR in their teaching and to provide students with more engaging and effective learning experiences. This project is replicating, with VR technology, a successful program model in additive manufacturing (AM) technology previously developed by SCC which has resulted so far in over 150 educators trained in AM, 14 colleges adopting the AM  certificate program, and state-wide pathways including AM for high school students. The program model utilizes an open cloud-based curriculum to ensure uniformity in content, easy delivery, LMS compatibility, and allows for rapid updating of the training content.

Objectives

  • Empower teachers to create their own VR environments and content
  • Community College faculty are instructed on how to create 3D models for their VR modules from Low-cost VR project staff. Group standing around monitor.Establish an open-source cloud platform to organize, manage, and freely share LCVR modules
  • Provide cost-effective and accessible training for educators
  • Integrate VR technology into existing curriculum
  • Provide teachers with limitless virtual teaching aids and concept reinforcing materials
  • Improve students' learning experiences and conceptual retention
  • Bridge the gap in workforce development
  • Solve the workforce shortage by preparing skilled student technicians for futures in multiple industries
  • Incorporate VR technology into existing career and technology, science, and engineering educational programs
  • Community College faculty are instructed on how to create 3D models for their VR modules from Low-cost VR project staff. Participants using desktop computers.Foster partnerships between industry, community colleges, and universities
  • Raise awareness of the potential of VR training for STEM fields to students who play video games and have interest in the technology
  • Lay the groundwork for the creation of VR versions of highly expensive, sensitive, or dangerous equipment, such as robotics, clean rooms, semiconductor fabrication machines, acetylene torches, etc. so that educators are no longer limited by budgets or available lab time when it comes to technician training.

Pilot Program Success

Community College faculty are instructed on how to create 3D models for their VR modules from Low-cost VR project staff. Participants using computers and several wearing VR goggles.The pilot program of the Virtual Reality Access Center project at Somerset Community College was a resounding success. In the program, fifteen faculty and staff members from eight colleges within the Kentucky Community and Technical College System participated. Twelve completed the training, created their own virtual reality classroom environments, and learned the basics of building interactive student lab experiences.

How can your college or school participate?

College faculty are instructed on how to create 3D models for their VR modules from Low-cost VR project staff. Another angle of participants working on computers.Implementing the program at a new institution is a straightforward process. The first step is to recruit local team members at your school to be the pioneers. This pioneering team will go through the remote VR training provided by SCC and receive a LCVR headset with some minor accessories as part of the training. The team will then begin to create their own LCVR modules relevant to their own areas of interest and also to demonstrate to other local faculty, staff, and administrators. The team will serve as champions to inform others about the VR training program and also work to enhance the existing curriculum by integrating LCVR modules, especially curriculum that is conceptually difficult or expensive to deliver. Over time, and with guidance from SCC, the local team will begin to integrate the same training materials into student courses to generate VR literacy and create more LCVR content. Ultimately, using the SCC scaling process, materials, and open cloud platform, to create a short credit hour VR certificate program that can be locally integrated into numerous existing programs and pathways as a value-added certificate. 

Available resources and support for participating schools include access to the training materials developed during the pilot program, as well as ongoing support from the team at Somerset Community College. Participating schools will also have unlimited access to all the collaborator developed LCVR modules through SCC’s LCVR database for direct download to their headsets, the opportunity to collaborate with other participating schools, and to share their own experiences and best practices.

Virtual classroom designed by Low-cost VR project workshop participants.

Typical Project Questions

The program consists of 12-16 weeks of lessons depending on the cohort of participants. Each lesson takes roughly 4-8 hours to complete, with generally 2 weeks allotted per lesson. This allows participants to work the lessons into their busy schedules as easily as possible.
The participant training fee is $800 per participant. A Meta Quest 2 VR Headset is also required which is approximately $400. The software is completely free and there are no other required costs of any kind.
Any Windows based computer (PC) with at least a Quad-Core processor, that runs 2.5GHz or faster, 8GB of RAM, at least 1 USB 3.0 port, and at least a NVIDIA GTX 1050 Ti, or a AMD Radeon RX 470 for the graphics card.
No, MacOS, and Linux devices cannot be used with this project.
No, this project’s software uses simple visual scripting language or blocks, it does not require any computer coding skills, it is more like using Legos to piece together an airplane. Similar to the tools teachers use with elementary students to introduce them to computer coding concepts.

Suggestions on Recruiting

This project is open to all that are interested, however, commitment time is a factor, therefore aside from full time faculty, SCC recommends the following for potential LCVR recruits:

  • Library and Learning Resource Center staff
  • Instructional Development staff
  • Teacher’s Aides
  • Students/interns that are in faculty supporting roles
  • Administrators that oversee curriculum development
  • Technical Education faculty that are also involved with custom workforce training

Free Vr Sample experience

To give participants a feel for what the training will be like and how easy it is to make your own VR content, SCC has provided a sampler experience to test-drive the training and to make sure your computer equipment is compatible with the software and that there are no I.T. issues. The lesson is designed to provide an easy to follow and enjoyable experience as you create your first VR module. The team’s only request is that once finished, users complete the assignment and fill out the questionnaire at the end.

Free VR Sampler