We are always at the early stages when it comes to Virtual Reality as a Reality in the Classroom, and part of the learning experience. Steadily, across the world, teachers and others specialists of the education industry recognize its potential to impact education; as we saw with Chromebooks, tablets, digital curriculum and game-based learning.
In our ever-connected world where it is challenging to keep students
engaged in curriculum, virtual reality appears steadily as a new learning
opportunity likely to shake up the education industry.
According to research released at ISTE 2016 today
by Samsung Electronics America, Inc. and GfK, science (82 percent),
social studies (81 percent) and history (81 percent) are the top three subjects
teachers think can most benefit from virtual reality.
Also, the majority
of teachers believe they could use virtual reality in variety of ways including:
help students better understand course concepts; to simulate experiences
relevant to course content; use virtual reality to travel to distant world
landmarks; like Stonehenge or Machu Picchu; use virtual reality to explore
otherwise inaccessible locations; like outer space or the interior of a volcano;
use virtual reality to encourage students to pursue higher education.