Enhancing Classroom Learning with Immersive Technologies
If you’ve visited the Google Expeditions website or used Google Earth (or even played games in virtual reality), you know how immersive and full of life it can be to see the world in a new way. And with tools like VR and AR, travelling to your favourite destination or analysing the human anatomy in greater detail is possible right within the classroom.
Coming to think of it, these are experiences that would’ve been unimaginable decades ago. But here we are, as humans evolve, learning and adapting to change with the advent of a new device every other minute. The question of the hour is – will we adapt to tools like AR and VR and how will they become the future of learning? With the edtech industry gaining traction, it’s no surprise that classrooms are starting to implement tech tools inside the classroom.
But one might wonder – what difference is augmented or virtual reality going to make? Are we feeling optimistic or pessimistic about the future of learning? Is it going to improve literacy rates or attention spans? Forget about grades; all that matters to teachers and parents is that their children are able to develop a fun and better way to learn about everything this world has to offer.
The more we delve into classroom learning, the more we realise how the current system may not be benefiting students as intended. As discussed in several places, a phenomenon known as “imposter syndrome” is on the rise. Students are hesitant to participate in the classroom in fear of getting answers wrong or raising their hand to ask a question. We’ve all been there, haven’t we? As for teachers, fostering classroom participation is a priority, with participation being the keyword.
Edtech tools aim to evade conventional notions of learning and make way for a non-judgmental classroom where every student feels valued and appreciated throughout the learning process. The goal is to transform learning into a fun, immersive and collaborative experience and AR/ VR seems poised to check all the boxes.
One of the biggest issues that we see in the education system is that it has become all about rote memorization. When we talk about learning, we envision education that stays with us for the long haul, leading to improved retention rates.
However, rote learning kills curiosity. That’s why teachers are advocating for a more realistic and conceptual model of learning. Whether it’s multiplication tables or history, they can experience it first-hand. Since humans are fundamentally visual learners, they can gain a deeper understanding of life through a hands-on approach.
Can VR/ AR improve both teaching and learning? Considering all aspects, we should confidently say yes. Though it might bring along some drawbacks such as inadequate funding, bringing those experiences into the classroom will help overcome financial barriers.
While we were examining the application of VR/ AR in real life, we stumbled upon a tweet by Jennifer Albat who simplified VR and AR and it blew our minds…
“Defined simply: #AR = Places objects where you are, #VR = Takes you to new places.”
Let’s take a look at Lenskart’s AR tool guide or the Sony PlayStation VR – both are examples of how you can transform something of utmost importance to consumers into an online experience. Will it impact offline sales? Perhaps slightly, but the return is balanced out when you consider the value it brings, such as customers trying on their glasses through an app or players experiencing the thrill of moving from one building to another.
This is precisely the experience anticipated from AR and VR in the education industry. Tech is advancing at an accelerating pace and if anything, both teaching and learning will see a tremendous high. Whether it’s mathematics, science, medicine, social sciences, or commerce, or even the creatively challenging fields like arts or writing, the future purpose of AR/ VR will be to actualize augmented reality or virtual reality into our everyday reality.
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