Virtual Reality @ the Library (Teen Tech Week 2017)

Emily Sovell March 15, 2017, 1 comment

Virtual Reality @ the Library is a two-part program that will give teens the opportunity to experience virtual reality (VR) with the HTC Vive and several Steam apps. On the first day of the program, the teen librarian and members of the library’s Teen Advisory Board (TAB) will give a brief introduction of VR and the Steam apps available for the teens to try. The teens will then test out the app(s) of their choice. The second day of the program, registered teens will each get time to test out the app(s) of their choice.

Type: Active
Age: High school
Optimal size: 11-20
Estimated cost: $100+
Planning time: 2-5 hours
Frequency: One-time

Learning outcomes

By the end of the program, the library expected that teens would:

  • have developed a basic understanding of VR
  • be comfortable with using VR equipment and at least one VR app
  • be able to teach their peers to use VR equipment and at least one VR app
  • feel that they have learned skills that can be applied to other areas of technology and life
  • express an interest in learning to use a new technology
  • feel comfortable approaching and learning a new technology

Instructions

Preparation: To prepare for the program, the library’s TAB installed and tested out the HTC Vive and Steam apps to get a better idea of what the apps could do, what age range each app is suitable for, and estimate how much time it would take for a person to complete an activity in each of the apps. The teens used this experience to help set up the equipment on the day of the program and to help their peers use the apps when they were not sure what to do. The library also created a registration form so that teens would be guaranteed time to try out the app(s) of their choice.

Part I: For the first two-hour program, the TAB helped set up the VR equipment. The teen librarian and/or TAB members explained what VR is, how it can be used, and gave a brief description of each of the programs the library purchased for the teens to try out. The teens then chose which VR app they wanted to try and each of them took a turn in using the equipment. Table games were set up for teens that were not using or helping with the equipment.

Part II: For the second program, the TAB set up the VR equipment, and registered teens tested out the app(s) of their choice (we had originally planned on twenty minutes per teen, but due to a program cancellation, we were able to give each teen forty-five minutes). Table games were also set up this day for teens that were not using the equipment. 

The apps the library purchased for the program were Job Simulator, Tilt Brush, Sound Stage, The VR Museum of Fine Art, and Google Earth VR. The apps cover several areas of interest (art, music, history, careers, etc.), which may appeal to a wide range of teens.

Evaluation

The impact and success of this program was measured through the number of participants and the teens’ evaluations after the program. We had a total of twenty-two teens attend the event. We were lucky enough to get extra time on the second day, so each teen was able to have forty-five minutes to try out the apps. The teens said their favorite part of the program was using the Vive and how real the VR was. Many of the teens were able to figure out the games quickly on their own, but it was great to see them help each other as well when needed. Even though each of them had forty-five minutes of playing time, they still wanted more so they could try all of the games. The teens also enjoyed having table games set up during the program, which gave them something to do while their peers played with the Vive. Overall, the teens loved the VR program and are excited to continue using the Vive in the future. TAB is already talking about adding the Vive as part of our regular programming.

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