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Center for Teaching Excellence

  • Virtual Reality at USC

Virtual Reality Brings New Dimensions to USC Learning Environments

Virtual reality (VR) is transforming learning experiences at USC, as faculty integrate immersive tools to engage students in dynamic ways. In an Athletic Training course, Zachary Winkelmann, Exercise Science, uses the VR app “Crash Course: Concussion Education”, which offers students a firsthand look at the complexities and treatments associated with sports-related head injuries. In Keshav Gupta's Sports Marketing course (Sport and Entertainment Management), students engage in VR simulations of popular sports like golf, cricket, basketball, and tennis. They also use Xtadium, an app that provides front-row access to major sporting events, including the Australian Open, WNBA games, and NASCAR races. Brian Mihalik’s (Sport and Entertainment Management) students dive into the Olympic spirit by using VR headsets to participate in Olympic sports via 360-degree video.

The VR program extends beyond sports. Students can take virtual tours of museums, explore human anatomy in 3D, and walk through historic sites like the Anne Frank House. VR also offers experiences in space travel, language practice, and access to an extensive catalog of YouTubeVR educational videos. Faculty across diverse fields, from History to Psychology and Nursing, are adapting VR to enhance classroom engagement. Kate Bernheisel led a VR project in the College of Nursing's Community Health courses to enhance students' understanding of Social Determinants of Health. Over 250 students engaged with the 360-degree video experience and reported increased empathy while supporting more VR integration in their studies.

The CTE supports this integration by providing VR headsets, 360-degree cameras, a Virtual Reality Apps Library, and on-demand training for instructors. Faculty can also schedule classroom sessions with headsets, supervised by CTE staff, to facilitate immersive learning directly with students.

Reflecting on the resource, Winkelmann shared, “I found the experience very worthwhile. I really appreciated the resource from CTE, but more so the ability to have you there to answer questions or provide feedback. I have used VR in the past, but your tips and tricks were so helpful in the moment. I think the app library has been extensively upgraded/expanded over the past 3 years, which has been a huge help to integrating it to our program.”

For those interested in immersive technology, USC’s Virtual Environments Community of Practice (VE CoP), led by CTE Faculty Mentor Charles Andy Schumpert, offers faculty and staff monthly meetings to explore developments in VR, Augmented Reality (AR), mixed reality, 360 photography, and Artificial Intelligence (AI) design. VE CoP members collaborate on ideas, share implementation tips, and play a key role in recommending new tools for classroom use.

Whether for student engagement, experiential learning, or personal research, we provide faculty, staff, and graduate students with educational tools and connections for success. Check out our Virtual Environments program and join in on our Virtual Environments Community of Practice.


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