INTRODUCTION
Imagine a situation where all experiments can be performed and all
realities of learning are made available e.g visiting past events. How
pleasant can such an experience be and make teaching and learning
less abstract.
Have you heard of Virtual Reality (VR) and Augmented Reality (AR)?
What do you know about this exceptional trend in technology?
No need to panic if you have little or no knowledge about the topic at
hand. In the next 10 minutes we will walk you through this powerful
trend in technology, enormous features and how it is changing the
education sector.
Definition of virtual reality
: an artificial environment which is experienced through sensory stimuli (such as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environmentalso : the technology used to create or access a virtual reality.
Virtual Reality (VR) is a computergenerated environment that lets you experience a different reality. A VR headset fits around your head and over your eyes, and visually separates you from whatever space you are physically occupying. Images are fed to your eyes from two small lenses. Through VR you can virtual hike the Grand Canyon, tourthe Louvre, experience as if you werepart of it, and immerse yourself in avideo game without leaving your couch.
VR and AR influences you to think and feel like you are really livinginside a totally believable virtual world. It is a two way conversation:as you react to what you see, what you see reacts to you in the eventthat you turn your head around. What you see or hear in the VRchanges according to your new point of view.VR immerses the user in an environment while AR, enhances theirenvironment. Although this technology trend has primarily beenused for gaming thus far, it has also been used for training, e.g.virtual ship, a simulation software used to train U.S. Navy, Army and Coast Guard ship captains, sports, health sectors, business etc.BRIEF HISTORY ABOUT VIRTUAL REALITY ANDAUGMENTED REALITYVirtual Reality technology was invented in 1957 by MortonHeilig with his partners. His multimedia device called theSensorama is considered one of the earliest VR systems.However, the term ‘virtual reality’ was coined much later in 1987by researcher Jaron Lanier. Over the years, there have beenmassive advancements in this technology backed by numeroussoftware and hardware technologies.Currently, VR is mainly seen as a gaming experience but thepotential future applications are totally up to the imagination.
AUGMENTED REALITY IN EDUCATION
Virtual reality can be used to enhance student learning and
engagement. VR education can transform the way educational
content is delivered; it works on the promise of creating a virtual
world (real or imagined) and allows users not only see it but also
interact with it.
Being immersed in what you are learning motivates you to fully
understand it. It will require less cognitive load to process the
information.
Virtual Reality and Augmented Reality can be used to
simulate scientific experiments to enhance practical aspects of
learning
Virtual field trips can be applied for learning and many
schools use virtual reality examples e.g. goggle expedition to
transport students to far away and even inaccessible parts of the
planet. With this simple headset, they can actively explore
anything.
REFERENCE LIST
Helsel, S. Virtual Reality and Education. Educational Technology , May 1992, 38 42
https://www.simplilearn.com/top technology trends and jobs article
https://xd.adobe.com/ideas/principles/emerging technology/virtual reality wil
https://www.g2.com/articles/history of virtual reality
Pantelidis, V. (1993). Virtual Reality in the Classroom. Educational Technology,
33 (4), 23 27. Retrieved June 16, 2021, from http://www.jstor.org/stable/44428033
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