Simulating Classroom Chaos: The Design of a Social VR Environment for Teacher Education
DOI:
https://doi.org/10.56198/6dg3g197Keywords:
Classroom Management, Social Virtual Reality, Teacher EducationAbstract
This design-strategy-paper describes an easily accessible work-in-progress platform for teacher education programs. Classroom disruptions present significant challenges for educators, affecting teaching efficacy and student outcomes. Effective classroom management (CRM) is essential, but practical training exercises are often limited by logistical or organizational constraints. Immersive technologies like virtual reality (VR) offer a promising solution by simulating realistic classroom scenarios in a safe, controlled environment. However, the adoption of VR in teacher training is often hindered by technical or financial barriers. This project is developing an accessible, user-friendly Social VR-based CRM training solution to overcome these challenges. We are designing a VR task focused on managing classroom disruptions, where trainees will interact with virtual pupils in a realistic setting. The scenario will address common disruptions such as off-topic talking, allowing trainees to practice strategies like eye contact, physical proximity, and verbal cues. Meta Quest 3 headsets, paired with Hubs, formerly Mozilla Hubs, will provide an immersive experience. Hubs is an open-source platform that will support cross-device compatibility, making the training accessible on VR headsets, laptops, tablets, and smartphones. This VR-based training will offer a low-threshold, interactive environment that enables teacher trainees to practice and refine their CRM skills. By making CRM training more accessible and engaging, this project aims to align with modern pedagogies, preparing educators to effectively manage classroom disruptions and foster positive learning environments.
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The papers in this book comprise the proceedings of the meeting mentioned on the cover and title page. They reflect the authors' opinions and, in the interests of timely dissemination, are published as presented and without change. Their inclusion in this publication does not necessarily constitute endorsement by the editors or the Immersive Learning Research Network.
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