3 main steps when using VR in education

With the advent of new VR technology, educators at all levels are finding new applications to enhance the classroom experience – and for good reason. VR allows educators to create a completely immersive experience to move past pages of a textbook that stimulates and inspires students.

For example, imagine a social studies teacher leading a discussion about the Taj Mahal. While educators and students were immersed in traditional experiences like books, handouts or PowerPoint presentations – now they can use the power of VR to take virtual tours of monuments, walk through space and see every detail of the carved stone.

Applications for VR in education are truly endless and open up a whole new way of learning সহ with text formats that can literally bring students back in time for history classes or take them to different galaxies for science.

However, with the rise of VR in the classroom (and VR-first schools like Optima Domi entering the market), the introduction of new technologies always presents new challenges for educators. As we have seen with the introduction of laptops in the classroom over the past decade, powerful technology has the potential to greatly enhance the classroom experience, but there is also the potential to be a burden to manage and at risk of misuse.

So, what does it take to successfully install a VR program in the classroom? Let’s look at three key factors to consider:

Teachers need an easy-to-use platform

Most teachers don’t have the time or technical knowledge to manually sideline apps, manage configurations, update devices, or manually track their location and usage – and even if they do, teachers don’t have to be part-time IT professionals anyway. However, these are all things that are necessary for a successful VR deployment, and therefore, schools should invest in fun, simple platforms that do not require technical skills to operate.

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