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5 Benefits of Using Virtual Reality in

the Classroom

BY LINDSAY SPIVEY AND KATY SCOTT

VIRTUAL REALITY CAN BE DEFINED AS USING TECHNOLOGY


TO CREATE OBJECTS, SITUATIONS, EVENTS, OR OTHER
ASPECTS OF REALITY, AND PROVIDING USERS WITH
OPPORTUNITIES TO MANIPULATE, INTERACT WITH, OR
DISCOVER THE GIVEN RESOURCE(S).

USING VIRTUAL REALITY IN THE CLASSROOM HAS BEEN


PROVEN TO BE A BENEFICIAL PRACTICE. THE FOLLOWING LIST
PROVIDES READERS WITH EVIDENCE SUPPORTING THIS CLAIM.

STUDENT ENGAGEMENT IS SIGNIFICANTLY HEIGHTENED BY


THE USE OF VIRTUAL REALITY.

1.) INCREASED STUDENT


ENGAGEMENT
When students are completely immersed in a virtual reality

experience, high student engagement is a benefit from it.

Engagement can become immersive using the following

tools:

* Simulations

* Graphs

* Dialogue

2.) IMPROVED INFORMATION


RETENTION FOR STUDENTS
The ability to be immersed in virtual reality helps student

to be able to re-imagine the experience and retain the

information easier. While traditional instruction is

presented in an oral format, allowing students to

visualize, touch, manipulate, and interact with learning

materials provides students with instruction in multiple

formats, which leads to deeper engagement and

retention.

3.) ASSISTANCE IN ELIMINATION OF


THE LANGUAGE BARRIER FOR
STUDENTS 
Virtual reality is able to be used in many different languages

which helps solve language barrier challenges in the

classroom. Students may be presented with opportunities to

communicate with people or creatures from various cultures

who speak languages different from their own. By providing

them with practice that does not take place with a human

being, the element of intimidation is almost completely

eliminated, which results in students who are not afraid to

take risks and possibly fail. When students are fully immersed

in such situations, their engagement is increased, because

they are communicating with others and also having to use

multiple areas of the brain to work to possibly interpret,

translate, and comprehend.


4.) INCLUSION OF VISUALS THAT INCREASE
COMPREHENSION
Using virtual reality gives operators the power

to create visual resources out of any object,

resource, or event they choose (ex. waves,

construction, destruction, historical events,

etc.). Instead of simply asking students to

identify the location of various planets in our

solar system, when using virtual reality,

educators have the ability to ask students to

describe, locate, differentiate between, and

explain the locations of planets. When

students are able to actually view and

manipulate the planets, their engagement and

retention are both heightened.

5.) ASSISTANCE IN DIFFERENTIATING STUDENT


MATERIALS Due to the sensory nature of virtual reality

programs, its use in classrooms containing

students with special needs has proven effective.

Students with Autism Spectrum Disorder

oftentimes find various visual cues comforting.

Students that are not able to speak are able to

use various tools in the virtual reality programs to

assist them when communicating.

Students in the general education population also

benefit from differentiation of materials in virtual

reality. Students with specific learning preferences

(audio, visual, kinesthetic, etc.), are all able to fully

engage in virtual reality, since many times, all

learning preferences are addressed.

100%
OF POLLED INDUSTRIES
41%
OF VR USERS IN THE
67%
OF VIRTUAL REALITY
(SOFTWARE, INDUSTRY, UNITED KINGDOM AND USERS CLAIM TO USE
AUTOMOTIVE, EDUCATION,
UNITED STATES BELIEVE TABLETS, WHICH ARE
TECHNOLOGY,
PROFESSIONAL SERVICES, THAT IT HAS A COMMON IN
AND LIFE SCIENCES) CLAIM PROMISING FUTURE IN CLASSROOMS, TO
TO USE VR IN SOME CREATE AND VIEW
THE FIELD OF
CAPACITY.
EDUCATION. SIMULATIONS.

WHY IS THE USE OF VIRTUAL REALITY


IMPORTANT IN TODAY'S CLASSROOMS?
As educators, one of our many jobs is to prepare students to go out

into the workforce. By introducing them to immersive technology at

an early age, we are able to better prepare them for their future

careers.

SOURCES
Avantis Systems Ltd. (2020). Virtual & Augmented Reality in Elementary Education.

Retrieved October 11, 2020, from https://www.classvr.com/virtual-reality-in-

education/virtual-augmented-reality-in-elementary-education/.

Hicks, P. (2016, December 29). The Pros and Cons of Using Virtual Reality in the Classroom.

Retrieved October 11, 2020, from https://elearningindustry.com/pros-cons-using-virtual-

reality-in-the-classroom.

Murodillayevich, N. F., Eshpulatovich, U. G., & Pardaboyevich, J. O. (2019). Integration of

Virtual Reality and 3D Modeling Use of Environments in Education. Institute of Electrical

and Electronics Engineers, 1-6. doi:10.1109/ICISCT47635.2019.9011899

PTC. (2020, August 26). The State of the AR Market. Retrieved October 11, 2020, from

https://www.ptc.com/en/resources/augmented-reality/white-paper/state-of-

industrial-ar.

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