Imagine that you’re walking around the rim of an active volcano, or watching a death match between gladiators at the arena in Rome. Or imagine that you are watching the Spanish Inquisition.
There was a time when you had to actually imagine these things but not anymore.
Thanks to Virtual Reality, the field of education is seeing a new wave of vivid experiences in the classroom that is inspiring and engaging the young minds of our upcoming generations. Virtual reality has unlimited capabilities and it is growing at an incredible rate.
Experts are predicting that virtual reality and augmented reality will be responsible for income that will reach $160 billion by 2023. Many fields in the industry are already experimenting with mixed reality and the field of education is no exception.
Virtual reality and augmented reality have a lot of benefits in this field and if used properly, they can greatly enhance the learning experience of students. Here’s how.
WHY USE VIRTUAL REALITY IN EDUCATION?
Virtual reality is currently in its embryonic phase. It is a budding technology and hence, it has not seen much use. That is changing fast as virtual reality holds a lot of promise and great potential for the field of education.
In fact, the benefits of virtual reality in education are so many and so diversified that software development company sixsigmastudios is working to create all sorts of VR apps specifically for this field.
VR FOR LEARNING
Today, VR can be used for virtually anything (see what I did there). Experts are suggesting that VR is a more reliable approach to learning than any other. When students use VR, they develop a better grasp of the subject or the topic being taught. They also exhibit more interest in learning.
TEXTBOOKS ARE OBSOLETE
Textbooks have been used to educate young minds since time immemorial. Even though they contain all types of pictures and stories and some of them even have sounds and pop-ups, generally speaking, they are boring and students have a hard time focusing on the print.
With the integration of virtual reality, apps provide a more immersive experience to the students and they learn the concept while playing a game or taking a walk. This is much more interesting than reading a textbook and students are more receptive to it.
Although still in its infancy, virtual reality is fast becoming cheaper and cheaper. And although it may have a high upfront cost, the long term benefits and cost-efficiency make up for it in a major way.
If we talk about nonvirtual reality environments, and we add up the costs of equipment needed for teaching, we get a huge figure that includes whiteboards, projectors, computers, stands, textbooks, among other things.
With virtual reality, all it takes is a VR headset and an app and you have the makings of a very interesting lesson that will have the pupils (literally) off their seats and wanting to learn more and more about it.
VR based educational activities can help students learn the information in a better and more focused manner, no matter what the subject is – whether it’s mathematics, history, geography, chemistry, or physics. Everything becomes more interesting using VR.
Not all students learn the same way. According to Howard Gardner’s Multiple Intelligence theory, there are seven distinct learning styles and children learn better if subjects or information could be presented in a number of ways and if assessment could be taken through a variety of means.
Some students benefit more if the information being given is more visual. Using VR can not only simplify the entire learning process but also help children remember more.
If we talk about our schooling experience, I’m sure that most of us will say that it wasn’t the best experience that we had. All the rote learning, the constant exams, the homework, and additional problems created a lot of bad memories for us.
There may have been favorite lessons or favorite teachers, but they were too few and too far apart to give us a real sense of belonging. Using VR in the classroom can greatly increase the interest level of students in all subjects and make them want more.
Accidents happen no matter where you are. Students are more prone to accidents when they go on field trips and educational trips. They are more exposed. But now, they can do anything and everything from the safety of their classrooms.
They can visit museums or past eras, they can watch as cities come up and volcanoes erupt. They can chart the movement of the Earth or they can go on a voyage through the Sea. They can invent a new machine or assemble the car. They can do all that and so much more without leaving the classroom at all.
By using virtual reality apps and environments, students can perform the necessary tasks and learn teamwork no matter if they’re in the same classroom or not. They could be in two different continents and they can still work together. This will help promote global unity and help them accept diversity.
THE OLD VS. THE NEW
Nowadays, it is hard to find a teenager or even younger kids who are not busy on their mobile devices. Children are now using social media, playing games online, chatting with each other, and so on. Their lives are more and more dependent on digital devices. Digital devices are an integral part of their lives and they will remain to do so.
Instead of making them leave their devices, we can help them use these devices to their benefit. Instead of making them give up their devices and forcing them to spend time with textbooks, we can change the textbooks into immersive VR experiences and allow them to play their games while learning important concepts.
LESS THEORY MORE PRACTICE
With the old school, textbook-based approach, students learning a lot of theory and didn’t see much practice. Virtual reality is changing that. Now students can get in the thick of things and learn theory while performing activities that help prove those theories. Imagine learning about gravity by taking a trip to outer space or learning the concepts of speed and velocity by riding your jet or your car.
Virtual reality has an exciting future for students. Educational institutes can benefit greatly and reap amazing rewards by integrating virtual reality with their curriculum.
Sarah Jay is a renowned name in VR and AR market. She is creative and innovative and exudes confidence and excellence in his work. Not just that, she is also a master storyteller with an eye for good design. She was worked with a variety of top brands in the world to deliver groundbreaking results.
Sarah Jay is a natural leader and motivator. As the Director of the VR department at Six Sigma Studios Company, she has led a team of multitalented and diverse people to deliver astounding and exceptional projects. She brings out the best in all his team.
She is a firm believer in creating immersive experiences for companies and their clients to increase user engagement. She draws motivation and inspiration from his experience of more than a decade in VR, AR, creative design, marketing, and advertising.