Virtual Reality in Education

Virtual reality (VR) refers to computer-generated environments that simulate the physical presence of people and/or objects, sensory experiences and motion control. This technology takes the form of 3D visualisation that users interact with and manipulate via a computer interface using a VR headset and controls. Such controls are usually a handheld remote, visual positioning or wearable accessories.
 
In education, this technology has lots of potential. Users may walkthrough an environment which is not usually available (e.g. the interior of a volcano). Other scenarios, allow users to “feel” the objects in a scenario through gesture-based and haptic devices. An interesting, “cheap” classroom usage is to have one student explain what is being visualised, whilst that other students guide this VR student through the given scenario.
 
VR models can be created using a variety of CAD software such as Tinkercad, Unity, and Sketchfab. These content creation tools can make learning more authentic, increasing students’ engagement whilst positioning VR as part of a wider project based approach.

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