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BEN SCHROM: Hello, everyone.
Thanks for spending some time with us this afternoon.
I'm Ben Schrom.
I'm a product manager on the Google Expeditions team.
And I'm really excited to be joined here by Jen and Rob,
two of my colleagues.
We're really just a part, though,
of a small community of really, really passionate people
here at Google who think technology can really
change education.
And if it's not obvious already by virtue of the session,
we're especially excited about the role
VR can play in education.
So we've just returned, a little exhausted,
but super-encouraged, from a year-long trip
that we've taken.
And that trip has been to try to bring VR
to as many teachers and students around the world as we could.
And as Clay announced yesterday, we've
managed to bring expeditions to over a million students
since last year.
It's a number we're really, really proud of.
And it's been an amazing journey.
But so much of the credit for what follows actually
goes to the amazing group of teachers and students
who joined us along the way.
We've encountered so much enthusiasm.
We've received so much amazing feedback from them.
And we're really, really grateful to everyone
who has participated and who continues to participate.
So I'm going to start with some thoughts about why
VR and education are a really good match.
And then Jen's going to talk a little bit
about Google Expeditions and our Pioneer Program.
And then Rob's going to talk about the future of VR
in education as we see it.
So let's start with the why.
Like, why did we originally create Google Expeditions?
And why do we think VR platforms like Daydream
will offer so much potential for educators and learners?
Why should developers like yourselves
be interested in developing educational apps for VR?
So let's start with a quick show of hands.
How many of you remember studying really, really hard
for a test in school?
How many?
Most of you.
How many of you forgot everything
that you studied the second after the test?
Exactly the same number, right?
How many of you think you could do well in that test
again right now?
Not a lot.
[LAUGHTER]
So how many of you remember a trip
that you've taken to an interesting place, a country,
a museum, something like that?
About the same number.
How many of you can recall details about that trip?
A lot of you, right?
So therein lies one of the reasons
why we find the emergence of widely accessible VR technology
so exciting for education.
Google I/O is no place to temper one's enthusiasm.
So I'll make a bold claim that many of us who
think about educational technology, VR
is the thing we've been waiting for,
because it allows us to address one of the most important,
but neglected areas of learning.
And I want to spend a few minutes digging into why.
So to start with, let's take a really, really big step back.
Historically, most of the technology
that we've developed to aid learning
has been aimed to enable access to information--
facts, details, other observations about the world.
And for most of human history, a smart person
has basically been someone who knew a lot of facts.
And fact retention is what a lot of the technology that we've
built directly supports.
I'm talking about things like the book, right?
Or libraries of books, a catalog that lets you easily
access tons and tons of information quickly.
Search engines, like one you might recognize here,
have only served to make this kind of fact retrieval
breathtakingly fast, comprehensive, and easy.
Even the rapid growth of technology like laptops,
and tablets, and smartphones in schools
has only really served to help you assimilate information
and then turn around and evaluate
how well you did in absorbing it and recalling it.
But while information is super, super important,
it's not even close to the full story
when it comes to learning.
Let me give you one example of this.
Here is a math problem.
"There are 26 goats and 10 sheep on a boat.
How old is the captain of the boat?"
So a study done in the US to a bunch
of fifth graders in the '90s asked this question.
And three-fourths of those students
produced a numerical answer to this question.
The most common answer was 36.
There were some 16s.
And amazingly, there was one 260.
[LAUGHTER]
A quote from one of the students who answered 36 said, "Well,
for this type of problem, you need to add, or subtract,
or multiply.
And for this one, it seemed it was best to add."
[LAUGHTER]
Right?
And the important point, these kids are not stupid at all.
These are smart kids.
But they're kids for whom the traditional approaches
to teaching mathematics are failing.
Let me give you one little bit more complicated example.
A study done in the '90s found that when students were taught
geography in a traditional way by memorizing all the states
and where they go and the state capitals with a worksheet
like this, they were largely incapable of naming or placing
those same states in the correct places
when the borders were removed like that.
They were basically clueless the second the map changed.
But the study found that another group of students
who had spent some time discussing concepts
like why rivers and mountain ranges are natural
borders-- they were much more capable of placing states
in the right spots.
And the reason that's important is that simple techniques
that literally, in this case, ground information about which
states are where serve students to understand
the important concepts of why-- like,
why are the borders where they are.
And learning this way is powerful,
because it allows for much more improved knowledge transfer.
It allows you to apply the same thing you learned there
somewhere else.
So you could logically apply these same lessons
to a map of Europe or whatever.
Let me give you another very different example.
We've long known that we have really, really
powerful and innate spatial memories,
even if we didn't understand the mechanisms.
This is the reason why most of you guys can remember the trips
and none of us can remember the test.
And here's actually a medieval representation
of the brain that tried to understand it
as actually a series of spaces where
you crammed memories and facts, like an attic or something.
They actually weren't that far off.
It's the same insight that has given rise
to that mnemonic device called a memory palace,
or a mind palace.
For those of you who don't know what that is,
it basically involves using our memory
of a place, or better spatial memory, the rooms
in a familiar building like your house or your street,
as a structure in which to place the arbitrary facts that you
remember, say, in this picture, like a large number
of amphibious species.
So each thing that you want to remember
gets associated with the physical space
that you already know.
And then when you want to recall them,
you visualize that space you know.
And you use them as a trigger for that set of arbitrary
facts.
And we've known that this works for a long time.
Cicero used it to remember long, long speeches.
But it's a capability that traditional academics
rarely, rarely tap.
It's one that's easy to see VR making use of them.
It's only recently that we've really
begun to understand why this works that way,
at least scientifically.
The last 30 or so years have seen a revolution
in the study of cognition, and especially
in the study of the science of learning.
For one, we understand that learning actually
changes the physiology of the brain.
And we can actually look for that
when we're studying learning.
We also know-- we have scientific evidence
that being smart is not about being informed.
For instance, studies have shown that very young children
with very little information quickly
understand fundamental concepts of numbers, physics, and logic.
And they can learn these really quickly.
So it turns out that kids like my 8-month-old
are in fact very smart, very ignorant little experts
in learning.
And this one remains a novice in sleeping.
And now that we have all supercomputers in our pockets,
the notion of smartness really needs to change, right?
Because being smart isn't about being
able to repeat and remember information.
Technology does an amazing job of doing that for us.
Being smart is being able to effectively use information
and locate it within concepts.
So as Herbert Simon says here, the new smart
is being able to sort out what's deserving of our attention.
And given that most of us have jobs today that didn't even
exist when we were born, the ability to learn
is more important than ever.
OK, I'm sure you're all surprised that I'm not
a cognitive scientist given my 30 second recap of 30
years of nuanced study.
But the thing that I'm excited to take away from this
is that it confirms what great educators have long
known-- that the days that people learn best,
that the teachers who inspire their students the best,
that the days when school is the most effective
are the ones that put learners in the position
to discover for themselves, to organize
those facts into concepts, to turn misconceptions
into metacognition, or these moments where you're
aware of your own learning and you can actually
think and reflect on it.
And even if we haven't had the science
to prove it until recently, we've
known about this for a really, really long time.
It almost seems trite when you read it,
but Aristotle is actually being sort of profoundly insightful
when he claims that we learn by doing things.
It's all the more profound when you go into schools,
and you see how little learning actually happens by doing.
Even more contemporary people like one
of the great thinkers of pedagogy, John Dewey,
was telling us 100 years ago that if we
want to foster learning, we have to give students something
to do, not something to learn.
And this is when ed tech was like books on a chalkboard,
right?
One of our most influential current thinkers
about educational technology, Seymour Papert-- he
was the guy that created the first programming
language for kids-- noted that teachers
should concern themselves with creating
the conditions for learning rather than providing
information.
And that's one of the reasons why
he was so passionate about the freedom of expression kids
get by learning how to write software.
But even though we've long had these intuitions,
we've had experts telling us this,
and now we have science confirming this,
we don't really have the technology to scale this stuff.
Think about it.
The technology that we use is amazing.
My favorite days that I remember as a student
were in science labs, being able to look at things up close,
not being able to predict the outcome.
These are amazing moments.
But this technology is really hard to scale.
It's expensive.
It breaks.
And it's constrained by time and safety considerations.
In many, many countries and places,
these moments just don't happen.
And even more recently, we've seen this explosion
of really, really cool robots and stuff
in schools that help you learn how to code and help you
do logic.
Again, though, these things are expensive.
They're hard to scale.
And they're relatively limited in the number of things
that they can do.
Even the classic technology of this big yellow bus
that takes us on field trips, again, amazing moments.
It's really expensive.
And it's super-limited by time and space.
VR gives us new-found powers to scale and make
experiential, dynamic, engaging learning a much, much
more regular occurrence.
And the economics of VR for schools
looks really different when a single device
can be your science lab-- can be your programmable robot-- can
give you access to museums, and can be your school bus.
The very cool thing that is happening
is that the same technological revolution that demands we all
get to be better learners is the same technology that's
going to help us scale that type of learning.
And to talk about our first project towards that goal,
I'd like to invite Jen.
[APPLAUSE]
JENNIFER HOLLAND: Thanks, Ben, for the history lesson.
So I'm program manager on Google Expeditions.
And at Google I/O last year, we announced
Expeditions, a new virtual reality app for schools.
And instead of just releasing that app,
we actually piloted with hundreds of schools
all over the world to better understand how this could
be a powerful learning tool.
And it represents the first deployment of VR technology
in schools at scale.
And so for those of you that might not know what Expeditions
is, it combines three things.
One, it's software built alongside teachers
and students-- two, immersive virtual reality content--
and three, devices that are available to any school.
All you need is a smartphone, a VR viewer, and a tablet.
And you're able to teleport all over the world.
Actually, you can teleport all over the Universe
with Expeditions.
And you can laugh and learn like you're actually there.
And so the expeditions themselves
are comprised of virtual reality panoramas.
There are 360-degree photo spheres
that are annotated with descriptions and points
of interests, which make it really easy for the teacher
to actually incorporate it into their lesson.
And when a teacher points something out on their tablet,
an arrow pops up on the student device directing the students
to look in that particular direction.
And as Ben mentioned, we were able to bring over
1 million students on an expedition in 11 countries.
And I want you to think about that number for a second.
Imagine Shoreline Amphitheater here
at Google I/O filled with students.
Every single seat is a student.
Now, multiply that by 150.
And that's how many students have actually
gone on an expedition this school year.
And it's still happening today.
If you were to pull out your phone and look on Twitter
and look at the hashtag #GoogleExpeditions,
you are going to see so many kids smiling and excited
about learning.
And I definitely encourage you to do it.
Just do it after our session.
And we're able to reach that many students because of how
accessible the hardware is.
You don't need all these cords and fancy headsets.
You just need devices that you can pull off the shelf.
So let's take a look at what one of those classrooms
is experiencing.
And we'll visit the school that's in Eagle Grove, Iowa.
If we can cue the video.
Actually, don't-- just kidding-- don't cue that.
Before we visited schools, we wanted the day
to feel really special.
And we wanted the kids to be excited
about their virtual field trip just like they
would a normal field trip.
And so we provided the students with the gear
that they would need to be able to go on this expedition.
Just like a normal physical field trip,
you've got to take notes, and write down your observations,
and be able to share them with your peers.
And so the same thing applied with Expeditions.
And that feedback has been amazing.
And so now we'll actually cue the video.
[VIDEO PLAYBACK]
-My name is Lance Teasley.
I'm in middle school in Eagle Grove, Iowa.
Eagle Grove is not a very tall place.
It's actually very flat.
This is the tallest building on Main Street.
It is about 50-feet tall.
When I grow up, I want to be an architect and design
skyscrapers.
Yesterday at school, we went on a class trip.
But this is was not a normal trip with buses.
This is something very different.
The very first expedition we went on
was to the Burj Khalifa.
-Go ahead and grab with two hands.
And put them up to your face.
-It's so tall.
-OK, we're going to go to the 153rd floor.
-Yeah!
-Yeah!
[CHILDREN EXCLAIMING]
[MUSIC PLAYING]
[END PLAYBACK]
[APPLAUSE]
JENNIFER HOLLAND: The best part of my job
throughout this whole year has actually
been able to go and visit these schools-- visit
students like Lance.
So initially, when we thought about Expeditions,
we thought it would be about taking kids
to the most majestic places all over the world.
We thought it was like taking students to the Taj Mahal.
We thought it might be about exploring the Great Barrier
Reef or Mt.
Everest, or even Mars.
But what we quickly found out was that Expeditions
is so much more than that.
It's actually about enabling kids
to visit places that might be nearby,
but they might not be able to get to.
So this picture is actually a picture
from a middle school, Pryor Middle School, in Montana.
And many of the students are of Crow descent.
And every August, there's this huge powwow and celebration
of the Crow tribe that happens in Montana.
And many of these students who live three hours away
from where the celebration is weren't actually able to go.
So we took our Odyssey rig-- Google's Jump camera
with GoPro, and we brought it.
And we placed it right in the middle of that powwow
and right next to the horses so that all the students
could see the horse parade.
And we took it inside tepees so that students
could see how a tepee is made.
And we built those expeditions.
And then we took it to the middle school
so that those students could all participate in the celebration.
But what was amazing was that those expeditions
were used around the world to celebrate that weekend.
And we also know that historical moments are also really
important teaching moments.
But they sometimes are difficult to facilitate.
So we've actually found a way to include rich overlays
and use historical sound recordings
to evoke a historical setting.
And one of the other cool things about this
is that we were able to use some of the same computer vision
techniques that the Street View team uses
to align this automatically.
And so let's take, for example, this recent expedition
we created in partnership with Ken Burns, and Major League
Baseball, and PBS to celebrate Jackie Robinson's life
and legacy.
This panorama is one scene from that tour.
And it's of the March on Washington
and how Jackie Robinson played a really critical role
in the Civil Rights fight for African-Americans.
And this 360-degree panorama was taken recently.
And we found a historical photo from the March on Washington
and overlaid it in the exact spot
of where it was taken so that students could get a better
understanding of that significance of what took place
over 53 years ago.
And current events are just as equally important teaching
moments.
But they too are often difficult to facilitate.
Take two of the most catastrophic nuclear events
that took place-- Chernobyl and Fukushima.
These are places that you would never, ever take students to.
But it's actually a really important teaching moment.
And teachers have had to rely on videos and news articles
to explain what happened.
But starting today, schools participating
in the Expeditions Pioneer Program in our beta
are actually able to go and visit Chernobyl and Fukushima
and see for themselves what happened.
And this expedition we have been creating-- this
is the first current event expedition
that we've created in partnership with Getty Images.
And we're also going to be working with Associated Press
to create more current event expeditions so that students
all over the world will be able to visit places
that time, and safety, and geographic distance
make virtually impossible.
And beyond the curriculum, we quickly
learn that there's even broader learning opportunities
with Expeditions.
And it was the vision of others that helped encourage
us to expand beyond that.
And so the First Lady saw Expeditions.
And she had a vision for how she could use it as part
of her Reach Higher Initiative.
For those of you who might not be familiar about the Reach
Higher Initiative, the First Lady
has been encouraging students all over the US
to apply and go to college.
And she saw Expeditions as a great tool
to use in order to be able to enable students
to actually visit colleges.
There are a lot of students out there
who lack the role models who might have gone to college.
And they themselves might not be able to imagine what
it's like to go to college.
They might not see themselves going to college.
And so we wanted to enable students
all over the world to get excited about college--
to envision what it's like, to see how much fun college is,
not only all the people and the friendships that you'll make,
but also all of the academic opportunities
that are possible.
And so being able to visualize what campus life is like
helps encourage students to take that first step
towards applying for college.
And similarly, when Soledad O'Brien saw Expeditions,
she had a vision for broadening kids' exposure to careers.
We know that kids dream about what they
want to be when they grow up.
But those dreams are often shaped
by the professional people in their lives.
And we know that getting exposure to careers
is an important learning process.
And this usually happens through internships.
But what happens if you don't have an internship,
or you don't have mentors in your life?
So we've been building a variety of career expeditions
to show what it's like and what professional jobs are out there
so that students can explore the day in
and day out of someone's career.
They can see what that person studied.
They can find out what they don't
like about their job, which is actually a really
important learning opportunity.
And we've worked with a number of professionals, including
the paleontologist professor from the American
Museum of Natural History, and others like Pam Terrell who's
an airline pilot for American Airlines--
and even an aquarist, which I didn't even know it
was a career until we built it.
You can laugh.
It's OK.
And it turns out you learn a lot when you bring your product
to 1 million students.
So I wanted to share some of those learnings
that we've experienced along the way.
Number 1, we know that teachers need very specific tools
to do their job well.
A teacher needs to be able to direct
their whole class at once.
They need to be able to get their students' attention.
And they also need to be able to see what
their students are working on.
And this remains particularly true in VR.
Teachers aren't experts of every single place in the world.
So to make it easy to direct their class,
content providers provide the descriptions and points
of interests of particular locations
so that the teacher doesn't have to spend all the time
researching and fact finding.
So let's take this panorama for example.
A teacher in the US may have never
visited Buckingham Palace before and might not
know that this is actually the Portrait
Gallery in Buckingham Palace.
And so with these descriptions and points of interest,
the teacher is able to point out the famous Canaletto
painting that's hanging above the fireplace.
We wanted to free teachers' time up so
they can spend the time creating engaging lessons
and incorporate it into their curriculum,
not having to research all these places.
And when we first built these tours,
we assigned a grade and subject to them.
We thought it would make it easier to find the content.
But what we found was that the Expeditions were only
used by those teachers in those grade and subjects, which
limited the use of the app.
And we have over 200 expeditions ranging
from all kinds of topics.
And so we decided to remove those tags for each expedition,
because what we realized was that the panoramas don't
actually change.
What changes is how the teacher actually
applies them to the lesson.
And the minute we did that, we saw Expeditions
used in the most creative way.
Take, for example, this expedition of Egypt.
An elementary math teacher used this expedition
to create a lesson about how to calculate
the area of a triangle.
Pretty smart.
And that same expedition was used in a high school world
civilization class to teach about hieroglyphics
and how ancient Egyptians communicated with one another.
And that same expedition was used in a college art history
class to teach about the art and architecture
of the Egyptian civilization.
Now, if that had been labeled an elementary math lesson or math
expedition, there is no way that art history teacher in college
was going to use that lesson.
And so that was one of the key learnings that we had.
And just like a normal class, it can sometimes
be difficult to get a student's attention
during the middle of a lesson.
So imagine that in VR.
Kids are super-excited about expeditions and VR in general.
And so after a few pilots, we realized
that we actually needed to provide a Pause
button for teachers.
So when the teacher hits that Pause button,
the screen goes black.
And it says, "Paused by Teacher."
And immediately you hear, awwww, can we go back?
And instantaneously, the students
put down their devices.
You don't hear the teacher say, now put down your devices.
It just happens automatically.
And the Pause button is easily one
of the most important features for teachers.
And jokingly, they ask me if we can add that
to all of their student devices.
And we also heard from teachers that knowing that students are
engaged is really important.
The way a teacher knows if a student is engaged
is by looking at what they're doing-- writing something down,
or looking up at the board.
And that remains really important in VR as well.
But if you think about it, when you're in your VR viewer,
the teacher can't see where you're looking.
And that was definitely something
that was missing from our app was the student gaze.
And so we realized that when a teacher points something out,
they need to be able to see if the students are actually
looking at it.
So if you look on the screen, you'll
see these little smiley faces.
And those smiley faces represent the students in a class.
And so when the teacher points something out,
you see this swarm of smiley faces
to that point of interest.
Well, if that swarm doesn't appear,
and you see students looking all over the place,
you know that you might need to use that Pause button
and refocus the class.
The other thing that we learned was
that VR and Expeditions empowers students to be teachers.
Teachers don't have all the answers.
And instead of having all the answers, what we found
is that the teachers really serve as a facilitator.
They build upon what the students
are seeing and exploring from panorama to panorama.
And across the world, we saw this thing
happening where teachers would ask their students
to explore a panorama, find something interesting, and then
would invite a handful of the students up
and actually point out that thing that they thought
was interesting and talk about it,
and share it with the rest of their class.
And this is exactly what Seymour Papert was talking about
in the quote that Ben referenced,
that the role of the teacher is to create
the conditions for invention rather than provide
ready-made knowledge.
And interaction is really critical
to add to this experience.
And it's something that we know we need to continue
to add to in Expeditions.
And we also know that learning happens
outside of the classroom.
Many of us would say that we're lifelong learners.
And as it turns out, Expeditions can
be used for a broad range of learning opportunities
beyond the classroom.
We've actually been piloting Expeditions in senior citizen
homes and children's hospitals.
And the feedback as well has been incredible.
We have lots of requests from senior citizens
to go and visit Verona, Italy to see the setting
of Romeo and Juliet.
And a lot of kids and children's hospitals
have been asking to go underwater.
All they want to do is pick up the goggles, hold their breath,
go underwater, and explore the majestic Great Barrier Reef.
And for that moment, those kids are
forgetting about their illness.
They're smiling.
They're laughing.
And they're asking questions about what they're seeing
and what they're learning.
So now I'd like to turn it over to Ben
to talk about group learning in Expeditions.
[APPLAUSE]
BEN SCHROM: So one of things that we've seen
is that one of the primary features of school-- I
didn't love going to school when I was a kid.
But one of the things you realize
is that group learning is actually one
of the best features of school.
An early decision that we made was
to make Expeditions fundamentally social.
And many of the teachers we talked to,
even the ones who had never seen the cardboard, who
thought Oculus Rift was like a geological phenomena,
they carried this preconceived notion that VR was a singular,
isolated activity.
So we took steps from the get-go to make it social,
something you do with a group like an actual expedition.
It's not a canned experience as a result.
Every time is different.
It's a dynamic experience where your teachers
and your classmates are the ones who
are asking questions, making comments, and pointing things
out.
Though I've seen some great uses of VR
to provide singular focus, it's really, really important,
I think, for us as a community of people
who are beginning to build up this technology, to counteract
this notion that VR is a fundamentally
isolated experience.
If you're not convinced of that, there's
a good example from history, which
was Edison's first attempt at the camera, the Kinetoscope.
Edison assumed that movies would turn out to be something
that you just watched alone.
And he resisted projecting movies onto a screen
so that a bunch of people could watch at the same time.
We all know how that turned out.
So lots of signals that VR is super, super important
to have a social element to it.
Another key point, and this is certainly true, basically
for all technology, but especially
for educational technology, is that making
it simple and easy and especially quick to get going
is really critical.
I remember reading about there's some warehouse, in Florida
of all places, that the Air Force can
make super, super cold like subzero temperatures.
And they put planes in that to test them before they actually
put them into high altitude.
Classrooms are like that subzero warehouse, right?
They are very harsh environments in which to deploy technology.
And it needs to be simple and robust, or it will fail.
So we found that most teachers are actually
really skeptical that they could even use VR in the classroom,
not because they couldn't figure out how to use,
but because they were really intimidated by it,
because they thought would be too complicated to set up,
because they thought it would be a distraction
for their students.
So we were super-committed to ensuring that teachers who
hated tech loved Expeditions.
And the best way to do that was to make it simple.
We found that time and time again.
It's almost defined by how few features it has.
It doesn't require an account login.
And we wanted to counteract as many
of the technological prerequisites
as we possibly could.
So we made sure that it worked well in devices that classrooms
already had like tablets.
You don't need a Cardboard viewer to do it.
You can do it what we call magic window
mode where you look in 2D.
And if you've never used VR, if you've never used Cardboard,
that's actually a really, really magical amazing experience
by itself.
Another challenge we encountered was
that getting Expeditions to work in environments with little
to no internet connectivity was really challenging.
And that's a very common scenario
not just in affluent schools, but in disadvantaged schools.
Many, many schools do not have the network environment
that would allow them to pull these super-large VR
assets down out of the cloud 30 devices at a time.
And we decided we couldn't wait for Google Fiber.
So we built Expeditions to work without the need
for the internet.
Basically, the guide's device-- that
tablet that the teacher is holding--
operates as a local server.
And it serves imagery to each of the connected clients, each
of the devices in Cardboard, over the local Wi-Fi network.
So as long as that tablet has cached the imagery
from the internet at some point before,
it works without the internet, which means
we can take this anywhere.
We can take it to Ghana.
We can take it to the rural Amazon.
We can take it all over the place.
This is another one.
Getting beyond this wow moment.
Obviously, we love these moments when students first
experience Expeditions.
And you saw that in the video with Lance's class.
Basically, any chance to see someone
experiencing VR for the first time is a pretty magical one.
It's an amazing moment.
But the sort of immersion and engagement that VR provides
is a bit of a moving target.
What we consider mindblowingly immersive
right now will be considered table stakes
at some point in the not too distant future.
And we should be excited that technology
will continue to push the boundaries of how
immersive VR can become.
So you should be really careful to rely too much
on the initial moment of sort of awe and wonder
that comes from first use.
It won't ultimately mask poor designs.
And it might actually distract you
from realizing design flaws for a long time.
A good piece of VR learning technology
still needs to be actually fulfilling
its fundamental learning objectives.
It's not just about being fun, or immersive, or engaging.
Measuring it can be really, really hard at first.
But don't start entirely trusting your feedback
until your users have been able to use it for a few hours,
or better yet, a few days or weeks.
Get feedback, iterate, ship it, do it a lot,
like basically fundamental technology,
but super, super important for VR.
As Jen mentioned, this is one of the reasons
that we embarked on the Pioneer Program.
So hopefully we've seen a little bit
how we think Expeditions can transform the classroom today.
But we're really, really excited about the possibility
of more advanced VR in the classroom.
And to talk a little bit about that, I'd like to invite Rob.
[APPLAUSE]
ROB JAGNOW: I'm Rob.
I'm going to look into my crystal ball and in 10 minutes,
try to tell you the future of VR in education,
which is going to be really tough.
I built a bunch of tiny little prototypes
here at Google in a group called Daydream Labs.
And for the first time ever, we're finally sharing our work.
So I am really excited to be here on stage and hope
that everyone can benefit from sharing and seeing
what we've been working on.
So for now, a little bit more about Google Expeditions.
Expeditions is amazing.
And I am really proud to be on the stage with these two.
But we also are very cognizant that we're
in the early stages of VR.
Hardware will improve, computational power
will improve, design patterns will improve,
and some of the developers in this room
are going to find ways to use VR in education
that we haven't even imagined yet.
The slide here is a pretty common example
of how evolution is portrayed.
You can think of it as this forward
moving intention direction.
But that's not what evolution looks like in species.
And it's not what it looks like in any other technology either.
In any evolutionary process, we know
that there are going to be false starts and dead ends.
And that's why within the Daydream team,
we're spending our time on these things called Daydream Labs.
Put bluntly, even here at Google,
we really know that we don't know very much about VR yet.
So we're looking at highly experimental ideas that
push the boundary of VR, force us
to reconsider what's possible.
And we're exploring this vast new territory
right alongside you.
We've gone back to first principles.
And we've tried to set aside what
we think we know about education and app design,
because the best VR experiences out
there aren't going to be other forms of media pulled into VR
and re-imagined in VR.
They're going to be built from the ground
up in a way that really understands the strengths
and weaknesses of VR.
And in the near future, like I said,
I hope we're going to see entirely new categories of VR
educational experiences.
Now, since we started this prototyping experiment,
we've built more than 60 prototypes
that cover of a huge array of use cases.
So I want to cover just a few of those.
And this isn't just to show off our work.
Hopefully, by seeing some of these examples,
it'll spark ideas in your own minds.
If you're curious to learn more about these prototypes,
there are two talks that took place yesterday.
One is called, "Daydream Labs-- Lessons
Learned from VR Prototyping."
The second talk is called, "VR Design Process-- Turning
Fantasy Into Reality."
They're both already available on YouTube.
But for now, I want to focus on these prototypes
that we think can really have the power to change education.
What we're looking at here is a molecule viewer.
And so much of what we explore in education is at a scale
that almost completely defies comprehension.
From atoms and molecules all the way up
to galaxies and superclusters, pictures in textbooks
just don't get us excited about this content.
But what if you could hold that molecule in your hand?
And the app that I'm showing here
doesn't just have a couple of molecules in its database.
It has an enormous collection.
And it builds the model of the molecule dynamically
based on what it knows about the chemical composition.
I don't know if you're familiar with this molecule
in particular.
It's one of the foundations of life as we know it-- caffeine.
So now let's go 31 orders of magnitude
in the other direction and take a look at the Milky Way.
Here we see our VR planetarium.
And real planetariums are amazing.
But here you're in control.
You can pull a constellation from the night
sky-- pull it right in front of you to get more information.
Next up, biology lab.
Here what we tell the student is that you're
an explorer from an alien civilization
in the distant future.
And you've stumbled upon this skeleton.
And you're trying to learn as much as you can about it
by assembling the bones into a human form.
So a careful observer will see the different types of joints.
She'll notice that when slender bones are paired together,
those are the ones that go the farthest from the body
on the arms and the legs.
Hovering labels tell you that this is the radius and ulna
or the tibia and fibula.
And all of these clues give you insight
into the human body in a way that a textbook really never
could.
Here's our physics lab.
And the key here is that there are two players
in the same virtual space.
Ben was talking about how participating
together and having us be social is important.
And these two players in the same virtual space
could be in the same physical room.
Or they could be across the globe from each other.
Either can change the physics parameters of the scene
like the mass of the bowling ball.
And the objective is to set the values
just right so that the bowling ball knocks over the pin.
And being able to share this experience really
amplifies the fun.
Next up is language learning.
And this is such a perfect example for virtual reality.
It builds on techniques that we've
been using in conversational instruction
to put you directly into the conversation.
And in this video, we've turned on subtitles
to help you understand what's going on.
But if you've taken the time to just learn
a few words in one of the previous sections
of this educational app, you have no trouble
participating in this conversation with these two
young girls.
In this case, VR does more than just
make you feel like you're part of the conversation.
It does that very well.
But it also removes distraction so that you can really
focus on the lesson.
Now, when we're talking about learning,
sometimes we just think about kids.
But really, learning is a lifelong process--
professional skills, job retraining-- how about a skill
that terrifies most adults, doing what we're doing up
here-- public speaking.
What if you could prepare your talk by presenting
to a simulated audience?
We've seen VR used to help overcome phobias.
And this isn't really that different.
Public speaking is really uncomfortable for people who
don't have experience at it.
But in VR, you can simulate that stressful environment
without fear of judgment from a real audience.
So that's kind of handy.
Now, let's change pace a lot and go back to the days
before Google and talk about the arc of educational games.
So how many people here died of dysentery?
Not as many as I thought, but a third of the audience here.
Personally, I see "Oregon Trail" as actually leading
a revolution in educational games,
because it was so different.
It wasn't just a wrapper around a bunch
of boring educational content.
Kids can see right through that.
And I see a lot of educational games where kids get
spoonfed a bunch of facts, and then they answer a quiz.
And this almost teaches them-- it almost
reinforces that learning sucks.
But if you do it, you get this reward
of the mini game at the end.
This isn't what we want to teach.
And "Oregon Trail" took a really different approach.
It didn't try to feed you this list of facts.
It tried to put you in the shoes of early American pioneers
so that you can empathize with the difficulty
of their journey.
And this word empathy is really important,
because it's something that VR does really well.
And at the end of the experience,
maybe you don't remember how long the Oregon Trail is
or what percentage of travelers died of dysentery.
But you understand that it was a brutal experience.
And because of that, the people who undertook that journey
must have been willing to shoulder a lot of risk
in search for a better life.
Now, today I think this kind of experience is really hard.
It has a lot trouble for this kind of game making inroads
in education, because it's not easy to measure
what the child learns.
And if you can't prove that they're
going to do better on the test, it kind of
looks like a waste of time.
And now you might really want to come
to the defense of this piece of childhood nostalgia.
But the critics really have a point here.
How do you measure the value of empathy-based education?
And if you think "Oregon Trail" was on the right track,
I think you'll agree VR has potential
to really revolutionize this.
But it's not going to be easy.
Let's talk a little bit about what the ingredients are
that we're going to need to create
great immersive educational experiences.
And the three components that I want to focus on
are these-- immersion, interactivity,
and measured results.
That third one might come as a surprise.
Immersion is where VR really shines.
It's really hard to make a VR experience that
isn't immersive.
In this example here, even though the avatars
are very simple and cartoonish, when
you put that headset on and those little two
cartoony little girls turn to face you,
you want to respond to them.
They have included you in their conversation.
And you don't hesitate to respond.
Then we have interactivity.
Now, Expeditions, like most classroom experiences,
is interactive in the sense that kids can
look around and ask questions.
But ultimately, the teacher drives
the content and the pace.
And that works very well in classrooms.
But what if we want a VR experience
that someone can explore on their own-- on their own pace,
on their own time.
And in this case, adding more opportunities
for the viewer to drive the show can
do a lot to make the material more engaging.
In this two-player physics lesson example,
the students have complete control over the difficulty
level that they choose.
And they're also solving the puzzle themselves.
And solving that puzzle on your own
is a lot more rewarding than watching somebody else
do it or talk you through it.
So here's the tough one.
Finally, it's important that we measure how students interact
with the VR experience.
It's hugely rewarding to peek into a classroom that's
doing a Google Expedition, whether it's kids or adults,
and see all those giggling faces as they
travel around the world.
But in order for VR to make real inroads in education,
the subjective evaluation is not going to be enough.
We need some way to measure how students interact with the app
and demonstrate the resulting knowledge of a subject.
And I'm not going to pretend that this is easy.
People have been trying this for a long time.
And it's really hard.
Just choosing an appropriate metric is hard,
and then measuring those aspects without turning
your application into a boring quiz is even harder.
I think we're going to need to rethink both
what we're measuring and how we're measuring it
for these things to move forward.
And this is why to some degree these aspects are
in conflict with each other.
I can make an experience that's more immersive.
But it's hard to measure the impact.
I can measure the impact by forcing students
to answer trivia questions.
But all of a sudden, it's not immersive anymore.
So it's going to take a lot of specialized skills
to get this right.
And those specialized skills are going
to come from specific people.
And I am going to run through each of these here.
The first one, of course, is teachers.
Teachers understand their students.
And they can't be excluded from this process
in creating these VR applications.
They need the flexibility to make sure
that the VR experience is tuned to the ability and the style
of teaching needed for their classroom.
Next up, of course, VR designers--
they know how to make an immersive experience.
And even within this group, I'm glossing over
a lot of talent that's needed.
You need to understand 3D modeling, interaction design,
audio design, environment layout.
You need to stand understand what types of motion
makes people sick.
It's really a complicated thing.
Then we have our classic game designers.
These people know how to make experiences
that are interactive and sticky and elicit the desired
behavior.
Next up, and this is the one that I
think is being excluded too much in this process,
researchers understand the metrics of education.
Now, you might have heard it said
before-- if you can't measure it, you can't improve it.
In the context of getting your app out there to schools
and really getting impact there, the more apt expression
might be, if you can't measure student improvement,
your app will be discontinued.
And the final element in the equation is students.
Thankfully, this is a really easy one.
The students are the ones who are
the most open to new ideas in education,
because you don't see a fourth grader come home from school
and say, mom, I'm not convinced that this new curriculum
is adequately fulfilling the pillars of the next generation
science standards.
They say, we went to Europa.
Did you even know that Europa is a moon of Jupiter.
And it's entirely covered in a frozen ocean.
How amazing is that?
So I've talked about the ingredients
for a great educational VR experience.
And I've talked about who's going to be
involved in creating them.
But it's still really hard to give
a roadmap of what the real process is going to look like.
With technology, ideas, and patterns moving so quickly,
it's really hard to guess what's just six months down the road.
So take it with a grain of salt as I
try to predict how the next generation of educational VR
experiences will come to be.
I think it's going to start with existing VR experiences that
aren't necessarily intended for education.
VR game designers are going to make something
that's incredibly compelling and that has a huge audience.
From there, teachers are going to recognize an opportunity
to use that VR framework for education.
And "Minecraft" gives a great example
of a game that's already been repurposed for education
in all sorts of ways.
From there, we're going to have to involve
the researchers to figure out the appropriate metrics that
allow us to measure the impact of the app on the students'
performance without compromising the overall experience
of that app.
Working together, the designers, teachers, and researchers
are going to figure out a way to put education
at the core of that experience rather than just making VR
a light layer on top of what is otherwise an educational app.
What I really want you to take away from these last few slides
is that a great VR educational experience will
require multiple disciplines.
We need to engage new partners and get
outside of our comfort zones.
So I think they're going to play off the stage pretty soon here.
But I'm going to try to have us all wrap up
with our own conclusions.
BEN SCHROM: Thanks, Rob.
Yeah, so as I said at the outset,
we're really excited about VR.
Hopefully, that's pretty obvious by now.
I think it's actually pretty rare that we get opportunities
like this as a community of people that build technology.
It's not rare to find amazing technology like VR.
And it's not rare to find causes like education.
But it's rare to find technology like VR that can so profoundly
scale solutions to an imperative like education in a way
that long-held intuition in science
has told us is the right way.
If all of us, or even some of us, get this right,
it could change the way that we teach and learn.
And one of the teachers, this one
that we met on our Expeditions panel,
told us that the superpower she most wants
is to be able to make eye contact with all 30
of her students at the same time.
What an amazing idea.
And it's probably too late for us
to have this amazing teacher in our class.
But it's probably not too late for us
to give her that superpower in the near future.
So we're just really, really excited to see that happen.
JENNIFER HOLLAND: And virtual reality
will never completely replace physical field trips
and travel, nor should they.
But it's going to enable experiences to happen when it
would otherwise be impossible.
And not only will it be a democratizer of experience
to individuals around the world and schools and the home.
It's going to be an enabler of experiences
to distant galaxies, and Mars, and microscopic worlds that
would otherwise be virtually impossible.
ROB JAGNOW: And I will simply conclude by saying,
I want you to be prepared for surprises.
That amazing VR experience that is
going to revolutionize education probably
isn't going to look like anything
you have ever seen before.
And I hope somebody here will help us find it.
Thank you.
[APPLAUSE]
[MUSIC PLAYING]