What if you could test run your dream job before entering the workforce? As a scientist in a lab or a marine biologist in the ocean? With the immersive learning capabilities of virtual spaces, some of our youngest students are being given that opportunity. Listen as Jessica Ochoa Hendrix, co-founder and CEO of Killer Snails, a virtual reality company building games for classrooms, along with Dr. Jacquelyn Morie and Dr. Skip Rizzo chat about how immersive learning is the future of education.
Key Takeaways:
[1:52] Before she was a technologist, Jessica Ochoa Hendrix was the Director of Organizational Learning at a charter school network called Uncommon Schools. At a secret science club, she saw the beginnings of what it would take to get more young people, particularly young women, interested in science. The beginnings of her company, Killer Snails was then formed as a way to make learning even more immersive and put the students into the role of scientists even further. Jessica and her team created BioDive, a VR game for the classroom, that uses virtual and augmented reality to ensure students are capable of doing the actual tasks that scientists do in the workplace.
[4:06] Dr. Morie speaks about how, from the early days, educators looked at VR as a kind of miracle medium. You can make something large or small, and we learn through embodiment.
[6:53] Jessica explains where the name Killer Snails came from. Just as deadly as these creatures can be, scientists have been using their venom to create therapeutic drugs, and the dichotomy highlights how science has incredible yet bizarre creatures constantly being studied and explored.
[7:32] The biggest challenge, Dr. Morie explains, is keeping up with a technology that is moving at light speed. We need schools to have supportive IT departments, so this technology can seem less daunting and overwhelming for teachers.
[12:13] Jessica believes we can use VR to help students and trainees at a new job by creating memorable experiences. This can help students see themselves as future professionals, and spark a passion for fulfilling their career dreams.
[14:20] Dr. Skip Rizzo talks about an example of a cognitive variable called mental rotation, where a large sample size of men outperformed women because of the way the task was presented. Noticing these biases as we build VR and augmented reality is extremely important to even the playing field and also debunking age-old biases in education.
[19:39] We can use world-building games like Minecraft and Fortnite to help students learn how to collaborate and lead, even with other children across different cities, states, and countries. Dr. Rizzo suggests this has the power to change how we perceive ourselves and one another.
[20:53] VR can help promote empathy, inclusion, and show us really what it feels like to walk in the shoes of someone different than us.
[22:50] It is very important to make sure that the creators building our virtual worlds are reflecting all of the realities that we currently have.
[24:11] VR gives users a deeper sense of agency than if they were watching TV because you are actually choosing your experience rather than being a passive participant.
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