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The Pioneer, Vol. 53 Issue 2

Pierce College's student magazine.

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Hawes explained how VR headsets

could reduce in-class risk of injury or

harm in places such as science labs,

which typically require hands-on

approaches. Rather than dealing with

dangerous materials physically, it’s

possible the risk can be removed by

doing so digitally.

While STEM would be using the

headsets in ways that allow them to

simulate learning scenarios, classes

such as design could use them for

creating. Instructors such as Leigh

Rooney, assistant professor for digital

design, have been attempting to

garner interest from students.

“I’m thinking of how you can create

virtual reality environments,” said

Rooney. “There’s also some virtual

reality applications or software that

you can paint in 3D in VR, which

I think is a really cool way to think

about design.”

Earlier in October, Rooney sent

emails to her students, creating a

virtual sign up sheet for the trial run.

Rooney believes that the usage of

VR headsets can be an exciting and

brand new learning tool that Pierce

does for future classrooms.

Instructors on campus are seeing

the benefit of using headsets for in

class learning. But as ELAD continues

to work out more of the details

on the matter, certain concerns have

been mentioned by students, one of

them being the cost.

VR headsets within the gaming

community may be seen as a gimmick;

a fad that has slowly begun

losing its steam over the years. And

with the cost of headsets ranging

between $100 - $400 on average,

Pierce could be spending thousands

to supply a single classroom of 30 at

the risk of it being wasted.

Once a class is supplied, maintaining

student’s interest in using the

headsets would be the biggest challenge.

VR has been around for years

and arguably peaked between the

years of 2012 to 2016. Nathan Jefferey,

a business student at Pierce,

wonders himself how exactly Pierce

plans to get students to engage with

such devices.

“I don’t think it’ll be like a necessity,”

he said. “A lot of students, especially

older ones, I don’t think are

really going to care for VR headsets.

“Some people already feel like

they’re kind of goofy to wear. Even

gamers are kind of like, ‘I don’t want

to put that thing on’, so I can only

imagine someone who’s 30, 40, or 50

years old being asked to wear a VR

set.”

“PEOPLE WOULD

PROBABLY

INITIALLY NOT BE

AS COMFORTABLE

BECAUSE PEOPLE HAVE

THIS STIGMA THAT

THAT’S NOT HANDS ON

EXPERIENCE. YOU’RE

NOT USING THINGS

IN THE MATERIAL

WORLD, YOU’RE NOT

PLAYING WITH A

MODEL. INSTEAD

YOU’RE PLAYING WITH

A DIGITAL MODEL.

SO PEOPLE MIGHT

FEEL THAT YOU HAVE

THE SKILLS TO IT

THEORETICALLY, BUT

NOT PRACTICALLY,”

— JUSTIN HAWES, A

STUDENT AT PIERCE WHO’S

CURRENTLY PURSUING

PSYCHIATRY.

Cost and interest aside, other

concerns such as hygiene have also

been mentioned. “I’m worried about

hygienics in general,” said Hawes.

“I think that if people are constantly

swapping them, how are they going

to be handled in that regard?”

Hawes also mentions that others

on campus might also be skeptical

of the changes that could come from

switching to VR. “People are very

apprehensive to change,” he said. “I

think that because it’s a little different

I might be a little wary of getting

into it.

“People would probably initially

not be as comfortable because people

have this stigma that that’s not

hands on experience. You’re not

using things in the material world,

you’re not playing with a model.

Instead you’re playing with a digital

model. So people might feel that

you have the skills to it theoretically,

but not practically.”

Despite his fears however,

Hawes feels that a problem such

as student’s adjustment could

easily be mended with the right

methods. If ELAD could find a way

to have both digital and physical

teaching methods conjoin and

compliment one another, the

usage of VR headsets could be

invaluable.

Other concerns such as hygiene,

also prove to be less of an issue

than feared if handled properly.

Most classes at Pierce range

around 50 minutes, with many

STEM and Design coming close to

two hours. On average, students

might spend half an hour using the

headsets, allowing time for them to

be cleaned and properly handled

like any other lab equipment.

While these concerns exist,

the interest it creates is the main

reason that the headsets are going

through a trial run on campus. The

idea is still young, but discussing

both the potential costs and benefits

is exactly what ELAD wants.

Pierson spoke on the importance

of gathering awareness for the

project, as more students interested

means for better testing results.

Students interested in signing up

or learning more about it can do so

with eLearning located in CAS 322,

as they're still accepting

participants.

November. 2019 / Vol. 53, Issue 2 piercepioneernews.com / 13

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