Virtual Reality

How VR/AR is Changing the Way Students Learn?

Virtual Reality and Augmented Reality is changing the way students educate and helps them to see the future. We already have video technologies emerged in the 2000s, and we have started experiencing the VR and AR technologies in the classrooms too at present. With our personal and business lives moving to the digital world, it makes sense that education sectors from elementary school to professional development courses have migrated to advanced technologically focussed models.

Classroom Revolutionization - Augmented Reality and Virtual Reality:

The present education industries are offering engaging, experienced virtual reality applications that increasingly helps children to adults in enjoying the learning process effectively. The VR and AR technologies in the educational sector also help all students to learn more efficiently when compared to the traditional classroom methods by accommodating visual learners and overcoming language barriers.

With the drop in the prices of Augmented Reality and Virtual Reality, the technologies have become the most significant one and are accessible to mentors who are looking to succeed in those objectives. The feasibility for enclosing the Virtual Reality and Augmented Reality to their classrooms are inspiring.

Use Cases for improved learning experiences:

Virtual Field Trips indicates that the Augmented Reality and Virtual Reality are already in use in the education sector. After solving out the issues like charging, Wi-Fi network problems, the comfort level of teachers and students, most of the educators find this as a unique way to make their students engaged and learn the lessons now.

A Massachusetts high school teacher named Melinda Lohan is conducting different virtual field trips for the past three years and has stated that kids love the VR and AR technology to the core. Students get immersed in this kind of learning experience amid the school hours as they watch the lecture and take notes at home.

Apart from enabling education travel, Augmented Reality and Virtual Reality helps in enhancing motor skills, inspire learning through gamification and improve imaginative thinking and play. In addition to that, the increase in the number of educational applications with VR and AR technologies which focus on implementing complex thinking skills to authentic problems.

It helps children look at how they grasp these skills into the workplace and emerges what they learn more relevant to it. Augmented Reality and Virtual Reality applications can help in various educational purposes like professional development for police officers, service personnel and so forth.

Marketing to Educators:

Apart from the interest educators have in this VR and AR technology, and they also come forward to invest heavily in these technologies. Goldman Sachs estimates the amount of $700 million is being invested in Augmented Reality and Virtual Reality applications in Education by 2025 based on the Forbes stats. Gartner projects that 60% of America’s higher education associations will make use of the VR and AR classrooms by 2021.

The above statistics indicate that there is a massive opportunity for education marketers to authorize purchase agreement. Education marketing companies like MDR has started to support firms market to teachers by combining brand which offers AR and VR tools with the educators. It indulges helping tech laborers comprehend how to illustrate ways in solving their challenges or problems for their audience and whom they should market their products.

Many educators gain successful results from Virtual Reality and Augmented Reality technologies in the classroom as well as by hearing positive feedback from their teachers and students. It offers more startup-techs the opportunity to bring their solutions in the midst of the educator audience and endure disturbing what had once been such a defined and traditionary field.

Virtual Reality

VR/AR: The Future of EdTech

VR and AR: The Future of EdTech

The future of EdTech is quite inspiring! With new introductions to Augmented Reality and Virtual Reality, what's not to like? This type of unique innovation in education sectors and radical change will surprise you as well as frighten a few.

Only a small quantity of people accepts the change, but if you need your children to learn for their future, then you need to adopt these technologies and to take the changes efficiently. We live in a technological digital world which is moving forward every day at a phenomenal pace.

 

VR and AR: The Future of EdTech

Augmented Reality and Virtual Reality are two unique application but are combined and implemented together for bringing considerable benefits in the learning and development process. Imagining things is considered to have greater importance especially in education. Most of the students are not able to visualize the things they learn inside regular class teaching. VR and AR can make students look for the objects in 3D and therefore visualizing becomes easier.

Apart from that, students lack curiosity in case of normal class learning but with the VR and AR application development, they get too curious to learn about the things and succeed in knowing about the lessons thoroughly. AR and VR is the language of visuals that every student understand too easily. Even illiterate students get to catch the concepts with this breakthrough invention.

AR and VR technologies eliminate the language barrier and also brings higher research scope. Some medical colleges have started implementing this technology to teach students about the complex cases. Let’s check out these practices being implemented in every educational industry.

There are large solutions and products released with Virtual Reality and Augmented Reality technologies for educational industries and more are yet to come. Here we have listed down four essential answers that indicate that the VR and AR are the future of EdTech.

 

XR Scholar is a pioneer in the VR/AR platform designed especially for the secondary education industry. The XR Scholar scaffold makes use of the next generation technologies specifically VR and AR to provide educational content across the STEM Subjects like Science, Technology, Engineering, Maths, Humanities, and English to children in the classrooms.

The platform is based on the latest pedagogical approaches and methodologies which offers student learning analytics & insights and automated assessments. The product is developed to improve learning performance as well as engage students along with improvement in teaching efficiencies. The primary goal of the XR scholar is to focus on STEM and core humanities subjects.

Virtual Reality

Can VR Cause Empathy?

Empathy is the ability to understand and share someone else’s feelings. Empathy is regarded to be the most fundamental skills for every human being to communicate with the fellow person to manage conflicts to establish and maintain relationships. Most of the time these days we spend our time using technological products or platforms to communicate or network with each other as it creates adverse effects like high narcissism and low empathy level. As a result, our kids that are exposed to much of the technologies today removes empathy.

To overcome such huddle implementing VR can be a solution by keeping kids in the moment or environment which [VR] reduces that distance and improve their connection with the outside world. Experiences can cause empathy, but also it depends on what we are doing. Think about the video or written words. Neither of it automatically creates empathy, but each can be broken down in pieces and crafted carefully to can create a positive effect. Across dozens of studies since 2003, has shown that if one wants to leverage what makes VR special, physical activity helps. If we want to move people around, we should move them. No medium magically produces empathy. As Bill Gates remarked, “Content is king.”

In a study published, they presented data outlining empathy for coral. In the study conducted, 167 participants interacted with two different versions of a virtual rocky reef – a healthy one and the other devastated by global warming.

They inspected coral and other marine life, swimming through the scene by waving their physical arms around in a bosom stroke movement. For eight minutes, we recorded their body developments, precisely the amount they moved their hands. After the experience is complete, we inquired as to whether they were ready to invest energy in really finding out about sea preservation. We found a vast connection—the more individuals physically moved around while inspecting the virtual reef, the more they wanted to take in more about sea protection outside of VR. The relationship does not suggest causation, and it may be the case that individuals who were “green” were progressively keen on the substance and were likewise bound to need to take in more.

We are all created equal in the virtual world, and we can use this equality to help and address some of the sociological problems that society has yet to solve in the physical world. Empathy is not something we can work on and turn up or down at different times or situations.

Jeremy Bailenson is a professor of communication at Stanford University. His new book Experience On Demand: What Virtual Reality Is, How It Works, and What It Can Do (WW Norton & Co) is published on February 27

Virtual Reality

VR/AR Shaping Future of Education

Education has seen a huge shift over the past few centuries. The overall literacy rate has gone up from 12 to 88 percent worldwide and has also seen growth in a number of student’s enrolment and schools every year. In parallel, our curriculum has also evolved to complement the education growth over a period. The recent boom on the internet has given an opportunity not only for students but everyone who wants to study, by creating a platform for self-study.  At this moment, a debate among scholars around the world arises about “Is traditional classrooms still effective medium in shaping the student’s future?”. The answer to a question may not be NO at present but moving forward the advancement in technology will vanish student from attending contemporary schools and universities. To prove that e-learning started benefiting the student to learn anytime anywhere and most importantly cost-effective.  Current education system puts pressure on students and teachers. Students often don’t understand why they are learning certain things which in return makes class purposeless. They are also under strict timelines which makes them less curious in what’s being thought at schools. On the other hand, teachers are having huge pressure in teaching, planning assessments, grading them, etc. As a result, teachers are unable to give 100 percent individual attention to students.

Having said, What’s the solution to make it interesting for students to be curious? With so much of technology popping out everyday, we must make use of them. VR/AR could be an alternative to the current static education method that has huge scope to change from how we are consuming today. VR/AR can create personalized learning that focuses on student’s individual needs. This could give students a choice of variety in programs, interactive learning, instructional approach to counter issues. This learning experience will give student’s more opportunity to be creative and open student’s imagination, address weakness and create their own preferences. In return, teachers can monitor individual student and maximize their input to everyone based on their weakness. Overall, students can get a personalized interactive learning experience.

Supporting the idea of using VR/AR, a report from Bill and Melinda Gates Foundation has found that students using personalized interactive learning has made greater progress compared to traditional leaning students. The researcher also backed with papers publishing articles of how positive impact in the brain from receiving information and processing with the help of interactive learning. So, the question arises why it’s not implemented in schools? The answer is simple if you need to provide individual attention to each student you need to hire more stuff which is practically impossible. This paves way for new technology like VR/AR to fill those voids and provide interactive learning to students.

Mastering a subject?

Mastering a subject for example maths or physics requires knowledge of past topics. To an extent our system function in that way but for a student to the master he just needs 40 to 50 percent of marks. The remaining 50 to 60 percent remains unclear or unknown to the student. As a result, the student is unable to master the subject to go further. In this way, our current education fails to provide a student with knowledge of the subject and allows him to progress with 40 to 50 percent of the knowledge which he acquired. Grading is not a reliable source of metric to judge once ability in mastering the subject. Schools and universities fail to give feedback to their students to achieve mastery in their field. The way to fix this is by creating a solution to achieve mastery-based learning with personal interactive learning.

Experiential learning engages students, build emotional senses, creates the context for memorization and enhances critical thinking. It basically helps students to learn a thing while doing. With more technology being created immersive technology with VR/AR will redefine education forward. It will redefine our relationship with information in consuming and using them.

VR/AR experience opens new imagination and creative process. As Albert Einstein said, “the only way of Knowledge is Experience”. Through VR/AR technologies we can put students into the virtual learning environments and give them experience in real-time. We can teleport students to Places that are impossible to visit. All the Learning process through VR/AR experience increases the efficiency of retention of knowledge. These technologies can be used to make students collaborate with any number of student’s different students around the world. The personalized, mastery, experiential method will revolutionize education thought around the world sooner or later.