It wasn’t long ago when 3D printers were the pinnacle of classroom innovation. Now, virtual reality (VR) is leading the way – delivering a new means of motivation for students engaging with a modern world.
Virtual reality provides classrooms and teachers with new methods of engaging with technology and education. On a ground level, VR can be used to display work, but it can also be used to facilitate content creation and allow students to engage with data and environments beyond the classroom without leaving their campus. Virtual reality utilises hand-held sensors, as well as a headset, that enables users to view something to scale in front of them. This has replaced the traditional keyboard and mouse scenario, which confined students to a screen and a set. With VR, they can be standing and moving, utilising their body and their senses to engage with and construct environments in a more natural and motivating manner.
Some schools may see VR as a gimmick – as a toy that is unproductive and does not facilitate learning. However, recent studies into augmented and virtual reality prove it to be successful at promoting student success on a variety of levels. Initial insights are showing that VR helps students digest complex concepts quicker thanks to the utilisation of 3D perspectives. Students can also use VR on their smartphone, allowing them to take technology with them at no cost. Headsets are not expensive either, meaning that the technology is available across a range of socioeconomic groups. On top of this, companies are beginning to augment their textbooks and teachers can scan pages, bringing up 3D solar systems that can be rotated, moved, and explored. This provides more in-depth, engaging learning experiences that take students beyond a book and places them into the environment they are learning about – as well as into the technology that will shape their future classrooms and workplaces.
VR also excites students, bringing in systems that they may have only ever see used for gaming and entertainment and utilising them to provide better classroom experiences, driving motivation in schools. However, there are some concerns relating to the use of technology in the classroom, with experts agreeing that it should not be relied upon. In fact, Microsoft recently explored how teachers should be aware of the difference between entertainment and engagement when utilising technology. It is essential for schools and teachers to not rely on technology, but use it as a tool for more in-depth learning; something that builds on content that already exists in the classroom. It is also important to realise that technology is advancing at an extremely fast pace. Schools need to find the appropriate balance between traditional learning and digital engagement in order to make the most out of their teaching and results.
If you would like to learn more about which modern technologies might improve Student Success on your campus – reach out to MOQdigital Education. We have the experience and knowledge to help you discover how digital investments can help you build better classrooms. Find out more today – get in touch.