Augmented Reality and Virtual Reality have been making waves in recent years. But VR and AR will not be limited to gaming. Many companies are also looking for VR and AR applications for education. The retention rate of 90% of what we see or do is about 90%. This is a problem that education has been lacking.
Students retain less information if they only read a textbook than if they have more concrete applications of the information they are learning. VR and AR are great tools for education. They engage students in new ways that are more engaging and fun, which in turn increases retention. Many companies are working in this area at the moment. The work that we have seen so far is a sign of what’s to come.
1. Immersive VR Education
ImmersiveVR Education has created Lecture VR, a VR app that simulates a lecture room in virtual reality. It also adds special effects that can’t be used in a classroom setting. The lecture is enhanced by immersive experiences, images, and videos. Imagine that you’re learning about Apollo 11 while your instructor is lecturing.
The instructor can then transform the classroom into the spaceship they are lecturing about, adding more value to the lecture than was previously possible. This type of education is also very beneficial because students and professors can remotely access their classrooms from anywhere on the globe. It makes education more accessible to everyone.
Also read: How VR is Transforming the Gaming Industry
Unimersivis an educational platform that releases educational content every month. Unimersiv’s content is more personalized and immersive. Currently, the app offers 3 educational experiences: Anatomy VR and Explore the International Space Station. Stonehenge in Virtual Reality is also available.
This content is a great example of the potential of VR in education. It also shows Unimersiv’s dedication to creating educational content on a broad range of subjects, which allows them to truly unleash their potential.
3. Google Expeditions Pioneer Program
Google’s Expeditions Pioneer program is making waves in VR education. This program allows Expeditions teams from Google to visit schools all over the globe and provides everything they need to take their students anywhere. The team also assists teachers in setting up and using this technology.
These VR experiences can be used to create a field trip that teachers might not be able to go on. The app is designed so that students and teachers can see and participate in the same sessions. However, the teacher can lecture or highlight specific aspects which are relevant to the lesson.
4. Alchemy VR
AlchemyVR creates immersive educational experiences at a large scale. Alchemy VR’s experiences are like a story being told to the user. They will see and experience many different things, such as the Great Barrier Reef. Alchemy VR stands out in this space because of its partnerships, which help to produce high-quality content.
Alchemy VR is a partner with Samsung, Google Expeditions, and Sony HTC, HTC. HTC, Sony, HTC. HTC, London’s Natural History Museum, and Sydney’s Australian Museum. Alchemy VR is currently working on several projects for Google Expeditions. Soon, they will release experiences about pyramids and the human body.
5. Discovery VR
Over 30 years, Discovery has been telling amazing stories. Now they’re entering a new era with their DiscoveryVR app. You can now enjoy your favorite Discovery shows in a new way with the Discovery VR app. Discovery’s contribution to virtual reality is a great move for education in virtual reality. Discovery has been producing educational content for many years and it’s no surprise that they have made Mythbusters and Deadliest Catch available in Virtual Reality. This might increase interest in virtual reality as a tool for education.
zSpace is unique in education in VR due to the technology they use. zSpace believes that VR technology shouldn’t be so antisocial or one-sided, with everyone putting on their headset. zSpace monitors are analogous to 3D movies. A group of people wears glasses that are similar to 3D glasses. These glasses allow the content to appear on the screen. As you can see, zSpace users also have a pen that they use to manipulate the stimulus. Currently, zSpace offers content for STEM education, medical training, and general math and science experiences.
Curiscopeis an innovative startup that focuses on education in virtual reality. Their Virtual Tee is already attracting attention. It works like this: One person wears a T-shirt and another person uses a smartphone to launch the app. This allows them to learn more about the human body. Curiscope is using AR in education in a new way. This is certainly a sign that good things are to come.
WoofbertVR focuses on bringing art into VR technology. They are looking to change the landscape of storytelling and transform the way we view art and culture. WoofbertVR allows students to go on field trips to art galleries, whether they are alone or with a group.
WoffbertVR’s app allows you to explore a gallery in a similar way as you would in person. You can choose any route you want, zoom in on the paintings you are interested in, and listen to audio segments about certain exhibits. You don’t have to travel far to see your favorite pieces or paintings in a gallery. It can all be done at your house.
Nearpodis a company that combines VR/AR technology with traditional lesson plans to create a more immersive learning environment. Nearpod uses 360-degree photos and videos to create lesson plans. Students can also use a PowerPoint to accompany the 360 photos. Students can also type their questions into their tablets or laptop to answer them. Nearpod VR gives us an idea of how the future classroom will look. With lesson plans enhanced by VR and AR technology, and students more engaged with this technology, Nearpod VR has provided a glimpse of nearpod VR.
10. EON Reality
EON Reality aims to transform the way teachers use technology in the classroom. EON Creator allows teachers and students to create blended learning environments. This interactive tool allows them to combine 3D content, videos, sound effects, notes, and Powerpoint. EON has an EON Experience Portal, where students and teachers can upload their work as well as view the creations of others. The EON Coliseum allows students and teachers to meet virtually. This makes collaboration possible from almost any location.
11. Schell Games
Schell Games has been one of the most successful independent game developers in the United States. Their forte is in what they call transformation games or games that make people better. Water Bears VR is one of the many games they’ve developed. It is a VR puzzle game that encourages spatial recognition and systems thinking.
Engaging students in education, particularly children, have been a problem. Making learning fun has been a practical solution. Schell Games, a company that makes educational VR games for children, is able to provide a fun solution for the problem of getting kids excited about learning.
Gamaris an Augmented Reality company that aims to modernize museum visits. Gamar’s content is interactive and can be paired to certain locations. Museum visitors are forbidden from touching any object. However, with Gamar’s app, museum-goers will be able to point their smartphones or tablets at the exhibit and receive additional information.
For kids, museum visits can be tiring when they just want to play with their phones. Gamar found a way to engage children in museums and did it in an engaging way that was both interesting and accessible to them. VR and AR technology are excellent tools for education. But if we don’t get children to use them, it’s useless. That’s why Gamar exists to help kids learn how to use this technology in an educational way.
ThingLink has created a unique approach to 360 images for classroom use. Their technology allows students and teachers to annotate 360 images using interactive tags or links to other videos, applications, or third-party tools. Imagine being able to click on different things in a 360-degree London photo.
One tag could be a video that enhances the image, while another tag could be a writing assignment or a place for notes. This type of learning experience is all-in-one and will reduce immersion, which can often occur when learning with AR or VR technology.
Students will never be able to disconnect from 360 images to make notes or complete assignments. ThingLink’s AR technology allows students and teachers to use AR in the classroom to create a unique experience. It has the potential for widespread adoption of VR/AR technology in the classroom due to its appeal to both students and teachers.
Augmented Reality and Virtual Reality are the next major step in education. These technologies are great for students and educators alike. Virtual Reality and Augmented Reality will allow educators to grab the attention of students in a way that is unprecedented. This will enable them to get more involved in the classroom.
Students want to learn the latest and greatest, so using AR and VR technology in the classroom will appeal to them. VR and AR technology can make learning more exciting and interesting for students. It will also help increase retention, as it engages them in ways that textbooks cannot match. These technologies offer a glimpse into the future of education and it’s likely that it will soon be standard for all classrooms to have some form of VR/AR technology.