In our last series on AR-VR in Education, we touched on the basics of these technologies in education, how teachers’ roles can be shaped to make them better educators and how students can benefit from immersive technology.
Augmented and Virtual Reality are no longer in their stages of infancy. They are widely being used across multiple verticals.
A Lenovo research found that almost 50% of teachers estimate VR will be commonplace in schools in the next five years.
(Image Courtesy: thinkmobiles.com)
AR and VR in education boosts learning from a multi-fold perspective:
- increases student engagement
- increases knowledge retention
- facilitates holistic learning
- reduce classroom disruption
- encourages collaborative and individual learning
- enables teachers to better prepare lessons
- creates an immersive environment
- easily explain abstract content
AR-VR apps used at classrooms:
- Wynn Middle School, USA has successfully tested the uses of AR for cross-curricular projects where students created AR posters to demonstrate physical activity using the ACES method (answer, cite, explain, summarize) for written responses. This student centric activity has made learning more engaging and fun say teachers.
- Dubai British School, UAE has been using VR to facilitate virtual tours to aid students in learning. For instance, travel to Africa to explore the African desert is near to impossible to arrange. Or viewing the Mars orbit line in a Geography class. VR has been bridging this gap in imagination and enables students visualise them, thereby enabling comprehensive learning.
- Magic Mirror pilot – A group of anatomy specialists tested an interactive and personalised AR system to facilitate learning in medical school. This system behaves as a “magic mirror” which allows personalized in‐situ visualization of anatomy on the user’s body. Furthermore, the app displays medical images, and 3D models of organs that the user can interact with. The results showed 91.7% approval for the capability of AR technology to display organs in 3D, and 86.1% approval for the educational value of the technology.
- University of Rochester, USA simulated reactions in a chemical plant using an AR table-top developed in-house. They are using AR to create new types of STEM undergraduate labs that were not possible earlier. Students used coffee mugs and popsicle sticks to simulate reactions in real-life, sprawling chemical plant.
- University of Nebraska Medical Center, USA They have been using head mounted AR glasses and large 3-D video displays to simulate realistic body parts for med school students. Sensing huge potential in this space, the university is building a state-of-the-art dedicated 3-D simulation centre which is expected to have the world’s first five-sided laser cave.
Studies suggest students can absorb a visual scene within 0.01 seconds! Moving towards a fully digital world, AR and VR act as the window to this visual sense. Students get a first experience and wholly understand a concept. This method of teaching promotes visual learning beyond just kinder-garden.
Immersive technologies are set to change to completely revamp future ways of learning and teaching by bringing the world inside the four-walls.