01 February 2016

VR in Education is Next Big Thing

Virtual reality ramifications in the educational sector are a reason for all the attention it’s receiving. In addition to online learning, students will be transported to another programmed world through the use of feedback headsets, tactile gloves and motion sensors. It will become a supplement to traditional methods. Virtual reality in education promises to deliver the best aspects of both real classrooms and online platforms. It sounds all correct, but we have evidences that past innovations, although really amazing, failed to substantially change education: cinema, computers, tablets and apps, online and distance learning. A movie is able to immerse the audience in another world, but our schools mainly use movies when it comes to teach a foreign language. Ironically a language is mainly about ‘listening’, a movie is about ‘watching’. Yes, but computers, labs and interactive whiteboards changed dramatically the scenario. And now that tablets and apps kicked in, the revolution is completed. Unfortunately, this is false. In 2015, OECD examined the impact of school technology on international test results, in 70 countries, and made two “incredible” discoveries: (a) the world is still unplugged and (b) students who use computers very frequently at school get worse results.


So, why virtual reality is enough to learn better? The first comment is really about learning through experience. The pedagogies of constructivism and game-based learning show that children learn best by doing or by being. Using state of the art graphics, which are comparable to video games, virtual reality can educate as well as entertain students through uniquely realistic recreation of a time period that no longer exists or locations that are difficult to reach. Game based education is another relevant topic. It’s more fun and engaging. Bringing a video game-like experience to students and presenting material in a more engaging way, will help get a new generation of students get excited about topics they think are boring. Virtual reality headsets already allow students to move planets, see around stars and track the progress of a comet. This also enables them to see how abstract concepts work in a three dimensional environment which makes them easier to understand and retain. 3D interaction with objects can help students to understand difficult theoretical concepts through applications that would visually represent those topics. Since VR is a computer simulation of a natural environment, interaction with a 3D model is more natural than browsing through 2D webpages looking for information. Also, the fact virtual reality in education is interactive brings with it collaboration. The collaborative aspect of learning is crucial. In fact, immersion, imagination and interaction, are the three fundamental features of virtual reality.

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