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CedarBridge students step into immersive virtual learning

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A student at CedarBridge Academy immerses himself in a virtual world as part of a new extended reality programme (Photograph supplied)

Students at CedarBridge Academy can immerse themselves in a world of virtual experiences designed to compliment their traditional learning as part of a new Extended Reality Programme.

The XR Programme incorporates a blend of virtual reality and augmented programming and technology into regular classes.

It is being used by students in the STEM, and Trades and Professions signature learning programmes introduced to the school as part of the Government’s education reform but is also in use in traditional, non-signature classes.

The programme, which went through a prototyping process last year including surveys of students and teachers, was initiated by CedarBridge’s transformation teams including Kimberley Tucker and Natasha Thomas.

Ms Thomas, an English teacher, believes that if it is successful, the programme could be rolled out to other public schools.

She said: “We are looking for an immersive experience that is driven by teachers and students. It’s designed to support the signature learning programme but also traditional disciplines as well.

“We are engaging with the Department of Education and the Education Reform Unit, where we report our successes and challenges in implementing the programme. Hopefully we can share this with other signature learning programmes and classes in the public education system.

“It is not designed to replace real experiences — it provides an alternative.

“In the initial stages, we want to implement it with fidelity to ensure it is good for our students.”

Students in the Extended Reality [XR] Programme at CedarBridge Academy (Photograph supplied)

Ms Thomas said that so far almost 120 students at CedarBridge had signed a consent form to participate in the programme.

One popular use of the technology included integration of VR into a functional academics class for students who require learning support. Their physical education teacher used it to enable students to engage in sports-related immersive experiences such as golf and boxing.

The class has also used VR to play games and improve memory.

“It has been very popular and meets the students where they are now,” Ms Thomas said.

She added: “Just before the school break, our students went to the Bermuda Institute of Ocean Sciences, one of our partners, and they were looking for zooplankton. They took the headsets with them. After having the experience with BIOS they came back to the lab and implemented some of the skills they learnt.

“In the automotive department, if there was a situation where we wanted students to reconstruct a car engine and there might be a simulation through the VR headset.”

She said immersive simulations and interactive experiences could promote deeper understanding, engagement and critical thinking skills across multiple educational disciplines.

The programme uses equipment including Meta Quest 2 headsets and 360 degree cameras. It has been funded with $30,000 by the school.

Kimberley Tucker head of the XR Programme at CedarBridge academy (Photograph supplied)

Ms Tucker, who was instrumental in the research, design, development and implementation of the programme, said students could tour the world, do a spacewalk or create unique architecture in a virtual setting.

The XR programme, which she heads, uses the VR application BodySwaps, which has modules designed to improve communication skills and public speaking while increasing emotional intelligence. It can be used to prepare for job interviews, management and leadership skills.

Ms Tucker, who is also an art teacher, said: “As I was working with the transformation team, I became more aware of how XR is used successfully in schools around the world and in various professions such as by medical students and doctors in training for surgical procedures.

“In business, you can plan projects with people around the world and have everyone in one environment. In architecture you can use 2D plans on paper but with this you are able to show a 3D model that you can walk into.

“One of the goals is to have students learn how to do 3D film-making to create VR content. I am also teaching students animation production.

“Next year we will be offering digital game design and it will include making VR content.”

Ms Tucker said a public event is being planned in the New Year so members of the community could experience the programme and learn more about what is being offered.

She added that content specific to Bermuda was in the works.

Speaking to health and safety protocols, Ms Tucker said students were not wearing the VR headsets for prolonged periods and were given safety instructions ahead of use. No student is mandated to use the technology.

Jason Wade, chairman of the board of governors at CedarBridge, added: “The implementation of this programme is a crucial step towards preparing our students for the evolving demands of the 21st century as a part of education reform. It provides them with hands-on exposure to cutting-edge technology, fostering innovation, critical thinking and problem-solving skills.

“Investing $30,000 in the CedarBridge XR Programme was a strategic decision aligned with our commitment to education reform and the enhancement of our signature learning programme.

“We view this as a worthy investment into the future of our students and the broader goals of education reform.”

A student at CedarBridge Academy immerses herself in a virtual world as part of a new extended reality programme (Photograph supplied)

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Published December 27, 2023 at 7:52 am (Updated December 27, 2023 at 7:51 am)

CedarBridge students step into immersive virtual learning

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