vrtipsinedu

__**VR Tips and Tricks**__ Here are a few tips that will help you get started integrating VR in your classroom and navigate possible pitfalls that I encountered over the last 3 years!

//__**Apps in the App Store(s)**__//: When searching for apps in ANY app store, regardless of what brand of phone you use, make sure you watch for the following tips...
 * __**When was the** **app made and last updated**__: If the app was made a year ago and there have been NO updates chances are there is a reason for that...it stinks. Don't use it! This technology is changing fast. Old and outdated apps means old outdated experiences for students. Always check the date and when it was last updated.
 * __**Reviews**__: Read them carefully. The best advice is to find an app that has many, as in more than 25, reviews. If the majority of reviews are unfavorable chances are there is a reason for that. You can always download it and try it for yourself.
 * __**Language**__: there are a lot of foreign companies getting into the VR act now. Many are from Asia and their apps are NOT in english. Read the reviews. If the entire description is in Chinese chances are so is the app language.
 * __**AR (Augmented Reality) or VR (Virtual Reality)**__: If you are looking for a real life experience (diving with sharks, visiting the White House, etc.) VR is the real deal filmed on location usually. AR is computer generated. Want to explore the human body....AR....want to fly in space....AR....you get the idea. Know what kind of experience you are sharing with students.
 * __**Try it out!**__: the best way to make sure it is successful is to download the app and try t out. I've downloaded, and later erased over 100 apps. But I've found and used about 25 that I love (NYTVR, JauntVR, Within, DiscoveryChannelVR to name a few). Check out my list on the resource page located here!

__**Classroom Deployment:**__
 * Deploying VR experiences to students is best done through __**Google Classroom**__ or a similar system. Most likely you will be using student devices (iPads, cellphones). When I worked with iPad experiences and YouTube 360 videos, I had them all access the YouTube link through the Google Classroom app. If you need them to download an app, I put that assignment in Classroom as well. Make sure you plan ahead (especially if you need students to downloads apps in advance!) and have a one stop shop method to deploy your VR experience.
 * Be prepared for students who may need to clear some __**memory space on their device.**__ Depending on memory requirements at your school, students may be out or running short of memory. Pictures are usually the culprit. I had my students use Google Photos to back up their pics and free up a lot of space.
 * some VR apps can be streamed, while others need to be downloaded.

__**Buying Hardware:**__
 * VR Headsets can be had for an incredibly cheap price (often less than $15). Make you know what you want and what you are getting.
 * __Headset wants:__
 * Make sure it fits a wide range of phone sizes.
 * Make sure it has adjustable viewing (not everyone has the same eyesight and some wear glasses).
 * Make sure it has a headband (students will not hold up the VR headset for the entire class)
 * Make sure it has a way to plug in headphones and power. Otherwise every student will be playing their cellphone at the same time...not exactly the symphony!


 * __Headset Shopping:__
 * Amazon has the best options for VR headsets. Follow these guidelines for best results:
 * 4 stars or higher in reviews
 * More than 25 reviews - I simply don't trust the opinion of just a few. I actually like 50 or more reviews but will settle for 25.
 * Return policy - make sure it has an easy one that is NO cost to you. It will be in their description and policy of product.
 * Product materials - make sure it is made from durable materials like plastic. Cardboard is cheap...and will need to be replaced much sooner than plastic.