We’re living during a digital age where technology has had a transformative effect on the way we live and work. Slowly and steadily, technology has been making strides in revolutionizing methods of learning and teaching. Technology-enabled curriculum and smart boards have long replaced traditional blackboards and two-dimensional textbook images. As we enter the subsequent generation of media transformation, AR (Augmented Reality) and VR (Virtual Reality) are getting the most well-liked topics in education technology. Before we understand their impact on education and learning, let’s check out what these technologies are Education System.
When we first hear the words AR and VR, the primary thought that involves the mind is games. this is often because AR and VR technology has been extensively utilized in the gaming arena. Remember the recognition of the AR game “Pokemon GO” which became a worldwide sensation with over 100 million users at its peak in 2016. the sport used Augmented Reality, also referred to as AR. Augmented Reality is that the results of using technology to superimpose digital elements — sounds, images, and text to the planet we see employing a tablet, smart eyeglass, or a smartphone camera.
The computer game is significantly more complex with an immersive, three-dimensional, computer-generated environment that can be explored and interacted with by an individual. rather than projecting the pictures and sounds on a true environment, computer game uses a VR headset to immerse users on the 360-degree environment they need to be in.
VR and AR in Education ( Education System )
The education industry has typically been slow in embracing new technologies. However, during this ever-changing world, it’s vital that the industry implement new technologies like AR and VR to remain relevant. By creating an immersive and interactive learning experience without the utilization of textbooks, AR and VR technology empowers learners to explore and learn at their own pace, thus stimulating learning and comprehension and enhances critical retention.
VR and AR-based apps for education, that combine digital technologies and learning, improve the tutorial process, and permit students to accumulate information visually. These technologies provide a solid base to enhance the education process. for instance, a learner can study jungle animals by taking an expedition through a digital jungle employing a smartphone app, simple cardboard VR glasses, and earphones.
Without having to exit the classroom or their home, students are exposed to completely new and active learning environments. Teachers could teach subjects like Physics, Chemistry, and Biology through virtual labs that not just keeps students engaged but also allows them to practice before they will test the experiments in real laboratories. Students of drugs can study the precision of anatomy, learn the intricacies of surgery, and simulate medical situations for practice.
Here are a number of the key benefits of using AR and VR technology in education and learning.
*Facilitates student learning through gamification and interactivity
* Keeps students engaged even while learning difficult topics
* Enhances creativity
*Fosters increased collaboration
*Can be used for practical training
*Expanded teaching possibilities with 3D design, modeling, and presentations
While VR can deliver the wholesome experience, AR in education are often used as a supplementary tool to textbook learning. No wonder, from giants like Google and Microsoft to startups like EON Reality, Nearpod and Unimersiv, are focused on providing tailored VR experiences. In India, companies are integrating AR/VR technologies for nursery to eighth-grade curriculums for youngsters mapping the AR/VR journeys with course content for various subjects.
AR and VR Technology ( Education System )
One of the common challenges of using augmented reality technology is that there’s a struggle to use the new technologies by teachers. Moreover, not all students have smartphones capable of supporting AR content. computer games, on the opposite hand, face completely different challenges. High costs of hardware, accessibility, and lack of quality content are a number of the constraints that have kept VR from being the breakthrough technology in education.
According to a report by Goldman Sachs, in 2020 the revenue for VR/AR educational software would be around $300 million and this figure is predicted to grow to $700 million by 2025. As investments still rise, the standard of content improves, and therefore the cost of hardware decreases, the technology is now accessible to educational institutes worldwide. The AR/VR technology has the potential of being the most important breakthrough within the education system within the 21st century. it might help students take a step faraway from memorization and exams and permit them to find out through active participation and knowledge. It’s important that the tutorial institutions study aspects of AR and VR technology to seek out the proper tools to form the difference within the learning experience of scholars.