ED14B-07
Enabling Field Experiences in Introductory Geoscience Classes through the Use of Immersive Virtual Reality

Monday, 14 December 2015: 17:35
303 (Moscone South)
Stephen M Moysey1, Emerson Smith2, Victoria Sellers1,3, Pam Wyant1, D. Matthew Boyer4, Catherine Mobley5 and Scott Brame1, (1)Clemson University, Environmental Engineering and Earth Science, Clemson, SC, United States, (2)Clemson University, School of Computing, Clemson, SC, United States, (3)Clemson University, Engineering & Science Education, Clemson, SC, United States, (4)Clemson University, Eugene T. Moore School of Education, Clemson, SC, United States, (5)Clemson University, Sociology and Anthropology, Clemson, SC, United States
Abstract:
Although field experiences are an important aspect of geoscience education, the opportunity to provide physical world experiences to large groups of introductory students is often limited by access, logistical, and financial constraints. Our project (NSF IUSE 1504619) is investigating the use of immersive virtual reality (VR) technologies as a surrogate for real field experiences in introductory geosciences classes. We are developing a toolbox that leverages innovations in the field of VR, including the Oculus Rift and Google Cardboard, to enable every student in an introductory geology classroom the opportunity to have a first-person virtual field experience in the Grand Canyon. We have opted to structure our VR experience as an interactive game where students must explore the Canyon to accomplish a series of tasks designed to emphasize key aspects of geoscience learning.

So far we have produced two demo products for the virtual field trip. The first is a standalone “Rock Box” app developed for the iPhone, which allows students to select different rock samples, examine them in 3D, and obtain basic information about the properties of each sample. The app can act as a supplement to the traditional rock box used in physical geology labs. The second product is a fully functioning VR environment for the Grand Canyon developed using satellite-based topographic and imagery data to retain real geologic features within the experience. Players can freely navigate to explore anywhere they desire within the Canyon, but are guided to points of interest where they are able to complete exercises that will be aligned with specific learning goals. To this point we have integrated elements of the “Rock Box” app within the VR environment, allowing players to examine 3D details of rock samples they encounter within the Grand Canyon. We plan to provide demos of both products and obtain user feedback during our presentation.