As new virtual reality technologies emerge, educators at all levels are finding new applications to expand the classroom experience – and for good reason. VR allows educators to move pages in a textbook to create completely exciting experiences which stimulate and inspire students.
Imagine, for example, a social studies teacher leading a discussion about the Taj Mahal. While faculty and students were previously tied to traditional experiences such as books, handouts or PowerPoint presentations, they can now use virtual reality opportunities to take virtual tours of the monument, strolling from space to space and seeing every detail of the carved stone .
Applications for VR in education are truly endless and open up a whole new way of learning – with lesson formats that can literally bring students back during a history lesson or transfer them to different galaxies for science.
However, with VR in the classroom on the rise (and even VR-first schools like Optima Domi market entry), the introduction of new technologies always poses new challenges to educators. Just as we have seen with the introduction of laptops in the classroom over the last decade, powerful technology can greatly improve the classroom experience, but can also be a burden to manage and risk being abused.
So what does it take to successfully deploy a VR program in the classroom? Let’s look at three key factors to consider:
Teachers need an easy-to-use platform
Most educators don’t have the time or technical know-how to manually download apps, manage configurations, update devices, or manually track their location and usage – and even if they did, teachers wouldn’t have to be part-time IT professionals. . However, this is all necessary for the successful deployment of virtual reality, and so schools need to invest in fun simple platforms that do not require technical knowledge to manage.