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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>INQUIRY-BASED LEARNING “OUTSIDE” THE CLASSROOM WITH VIRTUAL REALITY DEVICES*</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Peltekova Elitsa Vasileva, PhD Student, Department of Information Technology, Faculty of mathematics and Informatics of Sofia University “St. Kliment Ohridski”</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Sofia University “St. Kliment Ohridski”</institution>
          ,
          <addr-line>Sofia</addr-line>
          ,
          <country country="BG">Bulgaria</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Stefanova Eliza Petrova, Associate Professor and Doctoral Supervisor, Department of Information Technology, Faculty of mathematics and Informatics of Sofia University “St. Kliment Ohridski”</institution>
        </aff>
      </contrib-group>
      <fpage>232</fpage>
      <lpage>236</lpage>
      <abstract>
        <p>In the inquiry-based learning (IBL) students are those who construct the knowledge because they are more engaged and more interested in. In most of the cases IBL requires field trip activities, i.e. visiting places physically outside the classroom with main purpose observation for education. One of the top latest technology hit are virtual reality (VR) devices which provide new media experiences and bring VR content. IBL can benefit from this new technologies by using its highly immersive multimedia, the students will be able to go ”outside” the classroom and they will be able faster to collect IBL-data they need, to enjoy the learning process, and to acquire new knowledge in very engaging way. Research with three different devices which offer three different type of VR experience have been done. Some brief actual conclusions about the devices' advantages and disadvantages have been pointed out. Based on this brief VR research, the paper presents a few possible applications of VR technologies in class, which expects new, enriched IBL process. Planned future steps are designing of IBL with VR devices, i.e. development and testing of VR scenarios. These steps aim VR adoption in the classroom with main purpose improvement of students' learning outcomes. Inquiry-based learning; virtual reality; VR.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Inquiry-based learning, ориентированное на вопросы обучение, виртуальная реальность,
VR.</p>
      <p>
        Inquiry-based learning (IBL) researches can be deeper and more extensive if they are done outside
the classroom. They often take a place outdoors, in specially equipped places, and not rare in a very special
environment where not everybody is allowed to enter (e.g. medical operations [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Sometimes students, who
are the researchers during the IBL process, want their research to take a place at locations physically far
(different building, town, country, continent) or out of reach (e.g. mountains, underwater depths [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] or being
in a plane and watching plane lining up, taking off, approaching and landing from inside the cockpit [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], etc.).
Now by using virtual reality (VR) devices wide range of researches can be very easily done, physically right
in the classroom but virtually “outside” the classroom, somewhere else, because these new technologies
offering VR environment, which can be truly immersive.
      </p>
      <p>This article is divided into three main parts. First part presents three VR approaches and do
comparison of three VR devices each of three approaches uses. Second part suggests VR successfully can be
applied in IBL process and VR can be applied in education, recent good practices for using VR in class are
presented. Third part outline some main VR challenges. In the end of the article are made conclusions and
plans for further researches.</p>
    </sec>
    <sec id="sec-2">
      <title>Virtual Reality Approaches</title>
      <p>
        There are three approaches to providing VR according to L.E.K. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]: (1) Super VR - dedicated display
built into headset (2) Medium VR - split-screen smartphone display used by headset / viewer; (3) Casual
Mobile VR - smartphone-only VR, tablet-only VR VR. Based on this VR approach classification, a little
research and comparison have been done (Table 1). The devices used for the research are Oculus Rift DK2
(Figure 1) – super VR, Google Cardboard version 1 [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] –medium VR, and smartphone (Samsung Galaxy SIII
mini) and tablet with VR applications (apps) and 360° videos – casual mobile VR.
      </p>
      <p>
        Based on the comparison described above in Table 1, easily can be concluded at present moment
most affordable approaches providing VR are medium VR and casual mobile VR.
own learning. He must create a rich physical environment in which children learn how to organize and
manage materials [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. And nowadays with the presence of VR technologies, he also can be able to provide
students with rich virtual environment.
      </p>
      <p>Grabbing and using these high-tech technologies in class can take students on the field trips
“outside” the classroom, the IBL process may become more lively and attention-grabbing right in the
classroom.</p>
      <p>Integrating technologies to class could add to the learning experience, could add value to the
activities. VR can be integrated with:
 Literature - field trip to the writer’s homeland;
 Biology - field trip under the water;
 Physics – field trip to the Space;
 Math - visit the Great Wall of China to calculate how long it would take to walk the length
of the wall
 Foreign language - to describe landscapes;
 Etc.</p>
      <p>VR can be integrated with almost every subject in school or university. We tested Casual Mobile VR
approach and Medium VR approach, respectively in subjects Biology and Interior Design, and how these
approaches can be used in class. Below are the examples:</p>
      <p>
        1. Integration with Biology - by using appropriate tablet (Figure 2) it is tested Casual mobile VR
approach. What Happens Inside Your Body? - VR 360° video [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] was the 360° video played on the tablet. The
video is part of animated educational series. Possible scientific questions that could be raised by the teacher
are: What the respiratory system consist of? Which are the main organs?;
2. Integration with Interior Design class - by using smartphone with mobile operating system
Android, Cardboard application installed (Figure 3) on it and set to work with the Google Cardboard v1,
Planner 5D application (Figure 3) installed on the device (application for creation of home design and
interior décor) was tested Medium VR.
      </p>
      <p>With this application users are able to create home design and interior décor, make photorealistic
HD 3D renders and visualizations on desktop and later to run them in VR environment with VR viewers
Google Cardboard (Figure 3, 4).</p>
      <p>Google Expeditions is a very good example put into practice for VR application in IBL process
because enable teachers to bring students on virtual field trips to places like museums, underwater, and
outer space. Expeditions are collections of linked VR content and supporting materials that can be used
alongside existing curriculum. These trips are collections of virtual reality panoramas — 360° panoramas
and 3D images — annotated with details, points of interest, and questions that make them easy to integrate
into curriculum already used in schools. Google is working with a number of partners to create custom
educational content that spans the universe.</p>
      <p>
        Expeditions are group experiences (Figure 5) with a guide leading (teacher) and the explorers
(students) following along. Google recommend a tablet for the guide and phones with Cardboard, a virtual
reality viewer (Figure 4), for the explorers [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>Challenges with VR</title>
      <p>
        At this point, there are some difficulties and possible obstacles in using VR devices in the
classrooms. They are based on the research with the three approaches for providing VR, and are listed
below:



need of a powerful device - PC (for using Oculus Rift, for example [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]), smartphone/tablet
whenever downloading and/or using big VR software;
need of specific device (for example: specific smartphones needed to use Samsung Gear VR [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]);
problems with the lenses when using VR headsets/goggles, bad quality of the images, mainly glass
wearers could experience it (Oculus Rift and Google Cardboard);
      </p>
      <p>
        VR takes more time to load due to slow internet connection, so strong and stable Internet
connection is highly recommended or availability of offline materials;
Cybersickness - examples of cybersickness symptoms include nausea, eye strain, and dizziness
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ];
etc.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion and Future Steps</title>
      <p>In the presented brief scenarios and in the Google Expeditions in section 3, the teacher and the
students use ready prepared VR content. Since now the variety of educational content is still rather narrow.
A very important fact is that the future of VR technology depends on VR content, content that creators are
going to develop for this new virtual world.</p>
      <p>Now it is the right time educators and researchers to think and to plan how to manage with the
obstacles and the present challenges about VR adoption in the classroom, how to harness VR technologies
for making the education more engaging, more enticing, and very important much more effective. VR
technologies are going to enter our lives more, and more, they are going to affect mostly to the lives of today’s
digital generation students. Hence adoption of VR technologies in the classroom means also applying them
in the IBL process, simultaneously improving it. This could lead to increase students’ interest in studying.</p>
      <p>We thank Robert Budzynski, specialist in Multimedia Education Center at Warsaw University of Life
Science, for the assistance in the research by providing us with VR devices - Oculus Rift DK2 for the
initial research.</p>
      <p>References
About the authors:</p>
    </sec>
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