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3D gaming and virtual reality

While some people could be worried their children spend too much time on their devices, these students from Pakuranga College share just how much they’re learning they've gained from each other, their teachers (from different departments) and beyond (gaming communities, Youtube) as they work in teams to collaboratively problem solve together. From 3D game development to art design (creating gaming assets and models), social media and beyond – look out WETA Workshop, you’ll need these guys in your team once they’ve completed their education.

Virtual reality supporting student learning

But it's not just about job prospects, as Charlie Smith (HOD IT) shares,

We want lifelong learners who are going to be really comfortable with the technology that’s out there. So we’ve really tried to grow our programme and we’ve tried to grow it in ways that are going to be applicable in whatever careers students get into.

How did this happen?

Pakuranga College is a future-focused school, who have created extension opportunities (outside of classroom hours) for students by; growing staff capacity, modifying the classrooms and sourcing funding for equipment and software. Eventually they hope to bring these opportunities into mainstream classrooms.

Extending learning through virtual reality

Want to know more? Check out their video on, Setting up virtual reality at Pakuranga College.

Come and join us tomorrow (Adobe Connect, 3.45pm) when we hear from both Charlie Smith and Tyne Crow as they share some innovative ways they’re interpreting the new Technology Curriculum – both Computational Thinking and Designing and Developing Digital Outcomes using 3D gaming, modelling software and Virtual Reality equipment.

Do you have any questions for Charlie and Tyne? Free free to add your queries or contributions below.

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  • Tessa Gray (View all users posts) 21 Sep 2017 2:26pm ()

    Charlie and Tyne

    A big huge thank you to our guest presenters Charlie Smith and Tyne Crow. This was a very informal webinar about some very innovative, high-end processing in Digital Technologies - in particular designing, developing and creating (programming, modelling) 3D virtual reality games. Click below to view the recording. 

    Screenshot of 3D Gaming and Virtual Reality webinarIn this webinar, Charlie and Tyne clearly explained the Virtual Reality set-up (including equipment) and benefits of this extension programme for their students.

    Lots of pushing the boundaries here, which makes for some innovative examples as we all undertake to interpret the new Digital Technologies |  Hangarau Matihiko for the students in our own schools/kura - both secondary and primary.

    Have you bought or trialled any VR equipment in your school? Who is it for, how is it being used? Any observations the rest of us could learn from? 

  • Tessa Gray (View all users posts) 04 Sep 2018 5:47pm ()

    Artificial intelligence, augmented reality and virtual reality are changing the way our young people (and ourselves) communicate, see the world, frame reality, get their entertainment and content. You don't have far to look to see immersive experiences are becoming part of the way we interact in business, travel, training and now education.

    In this Tedtalks video, This virtual lab will revolutionize science class, Michael Bodekaer talks about how virtual reality is no longer part of some distant future, and it's not just for gaming and entertainment anymore but can help make quality education more accessible. 


    So why is this so important? Out of a study of 160 students (undertaken by a learning psychologist) they found a whopping 76% increase in the learning effectiveness when students accessed virtual laboratories over traditional teaching methods. But even more interestingly, the second part of this study investigated what the teacher's impact was on the learning and they found that when you combined the virtual laboratories with teacher-led coaching and mentoring, they saw a staggering 101% increase in the learning effectiveness, which effectively doubles the science teacher's impact with the same amount of time spent 'teaching'.

    Michael Bodekaer also says, 

    We really need teachers to push forward and drive the adoptions of new technologies in the classroom. More universities, teachers need to collaborate with technology companies to realise this full potential. 

    This is what excites Rob Hanks, Founder of Curiat Ltd - a tech innovator wanting to create inclusive, immersive digital experiences in collaboration with teachers - to give our students more access to exciting and engaging augmented learning experiences. 

    Want to know more?


    Rob is inviting all teachers to a free Augmented Reality Meetup (Auckland) where he'll be showcasing studies of augmented reality in the classroom and letting people play with the newest e-learning tools and techniques for themselves.

    Imagine if we gave virtual access to 'worlds' our young and bright students don’t already have access to, what could be possible then?

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e-Learning: Technologies

e-Learning: Technologies

Where we explore how different technologies can support learning.