Uncover Finnish Education MOOC

The University of Helsinki’s first Massive Open Online Course (MOOC) on the topic of education is now available for local and global audiences. Uncover Finnish Education MOOC is presenting the current situation of the Finnish education from a systemic perspective. Designed based on the students’ interests and needs, the course covers topics such as underlying values, educational ecosystem, administration aspects, curriculum development, quality enhancement, teacher education and current challenges. The content is presented in a wide variety of formats such as text, podcasts, videos, and VR resources.  

The course has been developed by the Faculty of Educational Sciences in collaboration with the Global Innovation Network for Teaching and Learning (GINTL), a Ministry of Education and Culture-funded network of 20 Finnish higher education institutions (universities and universities of applied sciences). The vision of the development team was to create a course which is captivating, meets the needs of the learners, promotes personalized learning, brings creative approaches to online environments, has a modern and stylish UI and is available for everyone. Sharing a similar vision for online learning, Global Campus joined this course as a development partner. Interested in experimenting with VR tools in online environments, Global Campus supported the design of several features for the Uncover Finnish Education MOOC, as seen below. 

AI videos 

The course includes two AI videos. One is presenting the structure of the Finnish education system and it is based on an infographic from the resource library of the Ministry of Education and Culture. The second video presents the learning experiences of Ella Kämper, a student at the University of Helsinki. Ella wrote the script and provided the photos and videos. The process of creating the videos was very smooth, faster and with less effort than it would have been to record videos in a studio. The editing of the videos was done in Premier Pro. You can see Ella as an avatar in the video below.  

Simulations 

At the suggestion of the Global Campus team, we developed two simulation exercises for the course.  And I must confess that it has been one of the best choices we have made for this course. Shortly into the design process of the simulations, I understood the high value these types of exercises can have in supporting the students’ learning. Being able to immerse yourself in a specific situation, practice different skills, and make decisions, is an opportunity that cannot be usually provided during courses.  

To develop the simulations, we worked with two experts from 3DBear, a company which provides service solutions for AR and VR learning. Both experts had a pedagogical background, which was very useful when developing educational content. With them and a couple of course content authors, we developed one simulation about outdoor learning, which can be also used as a professional development tool and another video simulation, where the course students can experience being a Finnish teacher in a teacher- students- guardian meeting. You can spot the simulations in the Chapters 4 and 5 of the course.  

Immersive content 

We knew early in the course design that we would like to include immersive and interactive content. We wanted to create possibilities for the students to learn by discovery and by doing. Therefore, under the advice of the Global Campus team, we have used Thinglink to develop several interactive resources. Thinglink proved to be a very handy and versatile tool, which catered very well to our need for immersive content. We have created interactive resources using 360 ° photos and infographics. 

Due to the intervention of Global Campus in this course, the variety of the content formats has increased considerably. Including AI and VR resources in online learning environments can make a difference on the students’ learning. We are hoping that Uncover Finnish Education MOOC will bring a holistic learning experience to everyone studying it. Take the course and let us know what do you think about the use of emerging technologies in online learning environments.  

Mihaela Nyyssönen

Uncover Finnish Education MOOC project planner/Faculty of Educational Sciences

E-Learning Designer/ Global Campus

University of Helsinki

Why VR for education?

When considering if a new emerging technology, such as virtual reality (VR), would be a right tool to use in a certain educational situation, one should always think about the specific need.

People usually refer to virtual reality (VR) as a 3D environment that is experienced with the VR headset. It can also be understood as a virtual gamified learning environment, a simulation or 360 content that can be used with the laptop or mobile device. According to Helsinki XR Center´s good glossary and definitions:

VR can mimic reality or be something totally different.

Sometimes other type of media like a video is more powerful, sometimes not. To sum up when VR could be used, teachers could think about the following. If something is not possible in the classroom or with traditional EdTech and online learning tools, then maybe that is possible in VR because:

VR can make impossible possible.

Here is a list of some of the identified benefits of virtual reality as a learning technology:

  • You can travel in time, back and forth. This allows learners to be uniquely immersed in different kinds of future scenarios too.
  • You can travel in place. A teacher can take the class into space or they can live someone else´s life on the other side of the world.
  • You can travel in size. A learner can make big things small and vice versa. It is possible to observe the objects that otherwise would be impossible, like travel inside a cell or a volcano.
  • The complex cause-and-effect relations are easier to understand when seeing the consequences in front of you. What a learner does in VR is affecting to the end result.
  • You can change the perspective and learn empathy. Probably one of the most important benefits of VR is the possibility to see the world from someone else´s eyes. When you imagine the world from another person´s point of view, the gap between oneself and the other decreases and the other becomes more “self like”. This way, VR helps to avoid stereotypes and false or comforting narratives. The research has found out that VR experiences in perspective-taking are especially powerful for people who in general have a hard time feeling concern for others and be empathetic. (Bailenson, 2018)
  • You can explore your identity. Immersion is important in identity exploration because virtual identity doesn´t need to worry about the physical attributes such as gender, race, and disabilities. (Slater, 2009 in Dede et al, 2019). In a virtual world, you can be anyone.

A learning theory that is often referred in relation to VR is situated learning or transferability. Transferability is also one of the key learning design principles defined by OECD (2018). Higher priority should be given to knowledge, skills, attitudes, and values that can be learned in one context and transferred to others. A major criticism of instruction today is the low rate of transfer. Even high performing students often are unable to apply what they have learned in the class to similar real-world contexts (Dede et al, 2019). With virtual reality it is easier to create authentic learning experiences and simulations that feel like real.

VR headset in a university campus

When thinking about the virtual reality and other immersive tools as an educational technology, a teacher can think about the use cases through the following questions:

  • What is the most difficult thing to teach?
  • What is expensive?
  • What needs to be scaled?
  • What is the most important thing to teach?

VR applications are perfect tools for immersive experiences. Immersion is described as the mental state of being completely engaged with something. When learners have a safe space where they can explore things and try if their strategies are efficient, they can take more risks too. When being fully immersed in the virtual world, learners can be so motivated to learn more and are interacting with the content even deeper so that they can even reach the “flow”. That means that they can lose everything else around, even their sense of time (Csikszenthmihalyi, 2014). The educators can also think about the level of immersion they are aiming at – we also have great semi-immersive environments to use like 360 pictures or videos.

We encourage teachers to test and try the possibilities of virtual reality in education. We are excited to hear the use cases you have found and are happy help the teachers at the University of Helsinki to experiment different kind of virtual technologies.

References:

  • Bailenson, J. (2008). Experience on Demand. What Virtual Reality Is, How It Works, and What It Can Do.
  • Csikszentmihalyi, M. (2014). Flow and the foundations of positive psychology.
  • Dede, C. G. (2019). Designing immersive authentic simulations that enhance motivation and learning: EcoLearn. In R. Feldman (Ed.), Learning science: Theory, research, practice. (pp. 229-259). New York: McGraw Hill.
  • OECD. (2018). The Future of Education and Skills. Education 2030.
  • Slater, M. (2009). Place Illusion and Plausibility can lead to realistic behaviour in immersive virtual environments. Philos Trans R Soc Lond, 364, 3549‐3557.

Exploring the Potential of VR in Group Work

Virtual avatars sitting in a virtual meeting room

The multi-disciplinary sustainability course at the University of Helsinki tested an alternative way of completing the project work using virtual reality (VR) technology.  Students were given the opportunity to use Oculus2 virtual glasses in Meta’s Horizon Workroom application for group meetings where they planned their own course presentation. The goal of the experiment was to evaluate the usability and ease of use of the devices and the efficiency of working in virtual space.

The experiment was part of the University of Helsinki’s Global Campus project, led by EdTech Expert Jussi Wright.  The teacher responsible for the course was the university lecturer Rami Ratvio from HELSUS.  From the tested alternatives, Meta’s Horizon Workroom application was chosen for the actual use test. The program was chosen in part because of the features and its more limited ability to move, which helped to focus on meeting work instead of moving around in free space.

The students who participated in the experiment generally enjoyed the experience and found working in VR mode to be beneficial. The feeling of presence in the virtual meeting was considered to be better than in traditional video meetings, and the meeting atmosphere was felt to be more intense. However, the use of the VR glasses and the program were considered challenging at first, and it was suggested that there should be more time allocated for practice before the course begins.

The Horizon Workroom application also allows for recording meetings, sharing text and image files, and even has the option for one student to act as the organizer and update the agenda on the virtual meeting room’s wall. It’s the perfect blend of technology and organization to enhance the learning experience.

Overall, this experiment demonstrated the potential of VR technology in group work and highlighted the importance of preparing students before using such technology in class. With the right tools and training, VR technology can be a powerful tool to enhance the learning experience, collaboration and improve group work outcomes.