As we near the end of 2017, there’s been much debate on whether virtual reality has lived up to the hype. While virtual reality games have become extremely popular, there’s still room for growth in other sectors, especially in academics & learning. However, there have been proponents for the adoption of virtual reality in education. According to a recent survey backed by Samsung, 92 percent of educators support the adoption of digital technologies in educational environments and 48% of teachers were open to using VR in the classroom. Tech giant HTC is reportedly working with developers to create education VR content and also on an online portal for teachers.
The case for adoption of virtual reality in education:
From educational VR games to apps like Tiltbrush that allow learners to explore and perform activities in new ways, there has been some exploration in using reality technologies for learning. Learning through experiences has long been considered superior to learning via simply reading or listening. VR can be used to simulate scenarios right within the confines of the home or classroom and provide students with experiences that are otherwise too difficult to replicate. These are the other selling points for using VR in academic environments:
Making education accessible:
Virtual reality in educational institutions can be used to provide learning aids to students who have difficulty with traditional methods, such as kids with ADHD and dyslexia.
Enhancing educational experiences:
Educational games have already been shown to spark interest in complex “dry” subject matter. Virtual Reality in education can be used to complement and enhance the traditional methods of learning from textbooks and lab experiments and fully engage all of the learner’s faculties.
Making the impossible possible:
VR also offers the scope to conduct scientific experiments which have physical or other constraints and cannot be replicated in real life. Examples include subject matter related to gravity, water displacement, anatomical and biological experiments etc.
Challenges for VR content creators:
One of the roadblocks for mainstream adoption of virtual reality in education Is the lack of suitable content. Given the nascent, evolving stage of the field, VR educational content creators might face three main challenges:
Content needs to be tailored for audiences in specific location for maximum impact.
VR developers need to target the platforms that are most popular and likely to be used largescale by institutions and consumers alike.
Creating effective learning experiences:
Publishers need to create educational apps that fully leverage the advantages that VR offers for learning.
Sets up the premise for educational content creators & publishers to form partnerships with VR development companies that have experience in developing learning apps and also know how to develop applications for different VR platforms.
AR & VR service provider with offices in India, USA, UK, UAE and Saudi Arabia, Juego Studios develops cutting edge apps and experiences for Oculus Rift, HTC Vive, Gear VR and more. Call us today to get a quote for design and development services.