Virtual reality

Your connection between real and virtual world

How can virtual reality help with learning?

Budi posrednik između stvarnog i virtualnog – podijeli članak:

Although virtual reality is used as a technology that enhances the experience of computer games, it is increasingly being applied in areas such as education.

The idea and long-term goal is to use VR and related technologies as a complement to the education of students. Things like learning grammar are not appropriate for VR, but it is extremely useful for demonstrating and engaging in visual and tactile experiences.

Therefore, in order to find out only a fraction of the effect and potential benefits of this technology, let's see where and how everything is already used or will be able to be used in the very near future.

Interesting examples of new vr education opportunities

1. Put yourself in the next situation.

You are a teacher and want to conjure up a topography of certain regions of North America for your students, or you want to take students to Dubai to experience enchanting experiences and get the inspiring hope of the future.

Doesn't sound overly realistic, does it?

What about exploring ancient Egyptian sarcophagi and mummies, a close look inside the intriguing engine mode, or exploring the surface of the earth next to dangerous and active volcanoes? All this in 360° and with all the students at the same time.

Here, the teacher potential of VR comes into play – a vast unexplored area whose benefit is not yet fully conceivable. With it, the impossible becomes possible, these listed things can be performed with relative ease on a daily basis.

2. Scientific fields like medicine and biology would benefit greatly from VR. Students could dive into virtual worlds where they are the size of ants and are free to travel and explore the most complicated areas of the human body.

From the nervous system, muscles, the functionality of vital organs all the way to practicing real operations in virtual reality, it is easy to see how this technology would drastically change the way we learn in similar areas.

3. It's art class and the kids are bored. No problem. Take your class to the Louvre Museum and show them an authentic photo of the Mona Lisa.

Do you teach sculpture? Bring Michelangelo to life as you look at his sculptures in high resolution and notice every detail of this art legend.

Point? A new inspiration and a full look into the lives and works of the greatest artists could become very easily accessible to any upcoming student.

It's better than "ordinary" learning because…

… the fact that people learn the fastest and most efficiently through something that is tangible, something that can be experienced and observed from close range, and through experiences that are interactive and unforgettable.

Furthermore, VR technology is available and affordable. After the initial cost of supplying VR devices that will be covered by educational institutions, VR makes a wide range of spectacular experiences available to everyone.

The economic inequalities of children or students no longer play a role because with VR even the farthest part of the country and the most fascinating part of technology is only one blink away from us.

Students with learning difficulties would benefit greatly from introducing VR into the education system. They could visit places they otherwise couldn't and have access to a variety of learning tools that just aren't realistically feasible in the real world.

Motivation has no price. VR in learning would serve not only as an indispensable learning tool, but as a portal to new worlds that were not tangible before. Dream jobs like archaeologists or astronauts could be conjured up through virtual spacewalks or a display of archaeological excavation sites.

In addition, participating with something at close range provides an emotional and empathic experience that is very difficult to find anywhere else, and could play a key role in deciding further education and success of students.

Current leader in educational virtual reality

Today's most popular solution is ClassVR, that is, a fully integrated device without any additional hardware whose goal is to provide teachers with power and easy control over VR content, as well as adding value to any educational field.

ClassVR itself comes with thousands of VR and AR educational content. The company also offers complete instructions for the initial configuration of VR devices and direct educational support related to how to use them.

The use of ClassVR devices already has promising results:

  • learning through experience can increase knowledge retention by up to 75%
  • We only remember 10% of what we read, but we can keep 90% of what we experience.
  • VR can improve student achievement by increasing exam scores by up to 20%

VR applications that take education to the next level

  • Titans of Space – a representation of the planets of the solar system and space travel
  • Anatomyou VR – allows users to view the anatomy of the human body
  • Google Expeditions – contains hundreds of interactive trips and is a common example of interactive travel already being implemented in schools
Titans of Space

Implications in the future

Although it is easy to see the exceptional benefit of VR technology as a driver of incredible educational experiences, it is important to remain vigilant in its implementation and see how users react in the long term.

We know that virtual reality regardless of impression cannot replace real experiences and interaction with real human beings. Also, today is a true example that although technology connects us more than ever, in a way we are more isolated than we have ever been before.

Therefore, it is necessary to look at all the promises of this incredible technology with caution and create a future for teachers and students like we have never had the opportunity to see before. With VR, the whole world becomes our teacher.