Disclosure: the following implementation plan is designed for a institution with 25 students in each class with 2-3 classes per grade. Situated in first world country. Students' grade will range from grade 8-12.
Beginning of Year 1
Invitation of VR/AR experts for introduction of the potential of technology (10 PD hours)
Introducing the current events of VR/AR in education
Possible new apps and applications
Training faculty members of the possibility of the VR/AR technology
Buying 1-2 VR HMD per grade with associated app license (5-10 Professional development hours)
Teachers experimenting with New AR/VR system
Faculty can take home to experiment with system
Experiment with ready-made contents
Allow “informal” training such as discussion among peers and faculties (Jones & Dexter, 2018)
Year 1
Training of Faculty members with support from technological experts (20 hours)
Teachers become familiar with technology (internal VR demo)
Perform case studies of AR/VR implementation of different institutions(ex. Clouds over Syria).
Building concept prototype (lesson plan delivery example) for use in experimental classroom (40 PD hours)
Teachers build subject matter critical content for use of VR (proposal format).
Collaboration of technical experts on how the critical content can be presented (IT and teacher collaboration).
Final approval from administration and principal.
Purchase of VR/AR equipment relating to content creation/ subject specific content (20 hours).
Content specific content evaluated and purchased depending on usability
Preparation for student creation of VR content
Buying 360 degree camera and professional microphone
Creating a content creation space (dedicated station/studio)
Evaluation and purchase of programs and associated computational hardware (high end computers)
Year 2-3
Implementing the concept prototype across experimental classrooms (experimental and non-experimental group - 2 separate longitudinal studies, n=100) (240 hours)
Assent from parents and teachers participating in the study.
Gather teacher(the ones who built the critical content) experience feedback (opinions and focus groups - qualitative study, n= 2).
Assessing student grade improvement (comparing with control group (quantitative study with n=100)
Gather feedback and make improvements (240 hours)
Making technological improvements (debugging)
Making content adjustment to better fit the VR/AR system (through trial and error)
Making pedagogical adjustment to compliment the VR/AR system
Publish findings in research papers to secure more funding (30 hours)
Purchase of sufficient equipment for implementation across institutions. (30 headsets per grade + 5 for faculty staff. 1 content-creation space per 2 grades (Totaling 2 spaces each with cameras and computers) and hiring 2-3 more IT personnel.) (10 hours)
Year 3-5
Implement the VR/RA teaching style across multiple classes of same grade (n=12)(120 hours)
All classes with VR-curriculum will have headsets (shared among the grade)
Gather feedback and make improvements (120 hours )
Making technological improvements (debugging)
Making content adjustment to better fit the VR/AR system (through trial and error)
Making pedagogical adjustment to compliment the VR/AR system
Reassessing VR program cost efficiencies (50 hours)
Students will be responsible to make a case for or against keeping VR program in classrooms.
Case will be graded by teachers and evaluated by faculty and administrative members
Evaluating whether VR program aligns with strategic initiatives (5 hours)
A focus group consisting of administrative and faculty.
Year 5+
Create professional development program aimed at replicating the VR-curriculum result across different districts and institutions.