Virtual Reality in education

Virtual reality is an increasingly common tool in the classroom.

According to a recent report by Common Sense Media,

with the collaboration of Stanford University, the use of virtual reality in education can bring more intense experiences to students. Virtual reality is also a great help in virtual reality training for students with sensory and psychological disabilities. Although the implementation of virtual reality in education has several hurdles, by 2020 it may be present in a significant number of schools. Technological advancement can completely transform education as we know it. New virtual reality tools provide students with a much more immersive experience than the traditional reading model. According to the report Virtual Reality 101: What you need to know about kids and VR, conducted by Common Sense Media in collaboration with Stanford University, perceptions in virtual reality are similar in intensity to those in real life. The report, which surveyed more than 12,000 adults, indicates that 62% of parents believe that virtual reality will provide educational experiences for their children. In addition, 58% of respondents say that thanks to virtual reality, young people will be able to do things they could not do through other channels.

 

Virtual reality makes classrooms more inclusive

Virtual reality in education can also be a breakthrough in the inclusion of people with disabilities within the education system. The University Center of Technology and Digital Art U-tad has developed the CicerOn project. This program provides virtual reality training for students with Autism Spectrum Disorder (ASD) to improve their public speaking skills. According to the project developers, “The application will allow the user to interact with virtual avatars through gamification techniques and game dynamics in non-playful environments”. Despite all the advantages it presents, the Common Sense Media study also reveals that virtual reality in the classroom is not something that generates consensus among parents. The report, for which more than 12,000 adults were surveyed, indicates that 65% of the sample do not have a virtual reality device, nor do they plan to acquire one.

 

 

According to this report, the three main reasons that keep consumers away from virtual reality are lack of interest, lack of knowledge and price. Nevertheless, virtual reality is a booming industry, and little by little, old barriers such as prohibitive prices are being left behind. In just two years, the selling price of the Oculus Rift has been reduced by 200 dollars. In addition, the popularization of other less expensive media, such as tablets, may facilitate the integration of virtual reality in education. Taking advantage of the growth of the sector, several companies have already developed products aimed at introducing virtual reality in classrooms. The Integra Foundation has developed the Carthago Nova game. This program uses interactive content and tests of skill and aim to expand knowledge about Roman times. In addition, large companies such as Google and Disney have already launched virtual reality applications aimed at training and schools.

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