School Spirit
Whether learning in person or from afar, digital tools are replacing analogue to shape the contemporary classroom experience. We explore how education is evolving, made better by the latest and greatest in AV tech
Words Katie Kasperson
Four years ago, education looked a whole lot different.
The pandemic forced us into isolation, with schools and universities closing their doors and classes shifting to entirely online.
This era, while short-lived, changed our education systems – arguably for the better.
Now, many institutions offer blended learning models relying on digital technologies to enhance both in-person and remote instruction, making modern education more convenient, effective and immersive.
Pandemics aside, education has always been evolving, incorporating various tools and technologies to better prepare students for work and life.
The advent of computers brought a plethora of opportunities – from browsing the internet for scholarly articles or writing essays more efficiently, to enabling students to email their instructors or learning programming languages.
Similarly, audio-visual (AV) systems introduced school-wide announcements over intercom, student-led TV and radio, plus other AV-based extracurriculars.
In short, technology-enhanced learning (TEL) is not a new phenomenon, though in today’s digital era, there’s a wider range of devices than ever before.
Educational environments are seeing traditional tools like pencils, rulers and written exams replaced by tablets, Smart Boards and e-textbooks, all intended to enhance the academic experience in one way or another. The tools used largely depend on the learning format.
At-home academics
Though online courses have existed for some time, it wasn’t until the pandemic that remote learning truly took off.
Likely here to stay, institutions have adopted a hybrid approach to education, blending the appeal of a live seminar with the flexibility of attending class from any convenient location.
Video conferencing tools have been essential in delivering remote courses and evolving to meet the needs of both students and teachers alike.
Zoom is a prime example of this, offering video calls with its screen-sharing capabilities, breakout rooms for group discussions, chat functionality and much more.
While it revolutionised remote education, Zoom also enables a hybrid model, allowing teachers to address attendees both in-person and online – for example, to assist a student who has an illness or to deliver a course to two cohorts based in separate locations.
The video platform also allows lecturers to record their sessions, so students can revisit a particular lesson when revising for an exam.
Other platforms, such as Google Classroom and Intelligent Video Solutions, offer similar products supporting a blended educational approach.
With Google Classroom, students can access, collaborate on and submit assignments in one place.
They can also organise documents in Google Drive, view their schedules on Google Calendar and communicate via Gmail and Google Meet. They can do almost everything within Google’s toolkit.
Intelligent Video Solutions’ Video Audio Learning Tool (VALT) can both livestream and record AV content with cameras of up to 4K resolution at the same time, including PTZs.
VALT also supports camera grouping and screen capturing as well as pre-scheduling recordings, making it suited to courses with multiple sessions.
Its Beam solution integrates with VALT, allowing presenters to capture and upload content from any location using an iOS device.
Headsets-on learning
While not as commonly adopted (yet), VR headsets are making their way into education, providing students with an immersive learning experience – also accessible from anywhere with a stable connection.
VR can fully transform an isolated educational environment into a social one, bringing literal meaning to experiential learning.
It can also be useful in specific disciplines requiring intensive training, such as in medical fields.
That said, students of any subject can benefit; artists can visit virtual galleries, historians can travel back in time and biologists can interact with species from any ecosystem of their choosing.
As VR increases in popularity, new products will continue to pop up.
The headsets currently in circulation vary in price, comfort and AV quality; among them are the ClassVR, Meta Quest 2 and Destek V5 VR headsets.
Designed specifically for the education sector, the ClassVR headsets come in standard (16GB) and premium (64GB), with ClassVR’s own portal containing thousands of VR resources.
These consist of lesson plans, how-to guides, as well as a library of immersive content.
The Meta Quest 2 is a well-established wearable featuring great graphics and cinematic audio, while the Destek V5s are an affordable yet effective option.
VR has the potential to transform education, but as with any technology, there are challenges – the first of which is financial access.
Headsets can be expensive (the Meta Quest 2 starts at £199.99), making them a considerable investment for educational institutions – which are generally lacking in budget.
The second challenge is the availability of reliable internet with remote learning, as not all students share the same at-home set-up.
Those issues aside, video-based remote learning and VR are two modern examples of TEL’s capability of providing convenience without sacrificing the core value of education.