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Assignment 7 - Emerging Technology

This document discusses virtual reality and its uses in education. It defines virtual reality as a technology that uses computer stimulation to create an immersive virtual environment, making the user feel like they are somewhere else. It then outlines several benefits of using virtual reality in the classroom, such as enhancing engagement, making learning more active, removing distractions, and allowing students to virtually experience places they cannot visit in person. Some potential downsides discussed include issues with functionality, addiction to virtual worlds, and cost. Overall, the document promotes virtual reality as an educational tool that can improve learning outcomes.

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0% found this document useful (0 votes)
355 views8 pages

Assignment 7 - Emerging Technology

This document discusses virtual reality and its uses in education. It defines virtual reality as a technology that uses computer stimulation to create an immersive virtual environment, making the user feel like they are somewhere else. It then outlines several benefits of using virtual reality in the classroom, such as enhancing engagement, making learning more active, removing distractions, and allowing students to virtually experience places they cannot visit in person. Some potential downsides discussed include issues with functionality, addiction to virtual worlds, and cost. Overall, the document promotes virtual reality as an educational tool that can improve learning outcomes.

Uploaded by

api-522778954
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Emerging

Technology
Virtual Reality
The definition of virtual reality comes,
naturally, from the definitions for both
‘virtual’ and ‘reality’. The definition of
‘virtual’ is near and reality is what we
experience as human beings. So the term
What is Virtual ‘virtual reality’ basically means ‘near-reality’.
Reality?
It is a technology by which computer
aided stimuli create the immersive
illusion of being somewhere else.
• Make learning an active experience.
Classroom Use • Removes the distractions.
• Boost engagement.
• Helps students to learn complex subjects.
From taking a walk through the worlds • Prepare pupils for employment.
galleries and museums to launching
students into space, or even a class trip to • Boost learning and retention.
see the dinosaurs, its both educational and • Move learning beyond the classroom.
fun to teach with VR. It also has the ability
to capture the attention of the digital • Go on a virtual field trip, bring science to life,
generation across all disciplines. recreate relief structures, create fictional
spaces, solve mysteries, or become the story.

This Photo by Unknown Author is liensed under CC BY-NC-ND


Pros of Virtual Reality
• Travel to and explore places all over the world without
leaving the classroom.
• Develop empathy for communities in crisis by stepping
into their shoes.
• Experience different careers first-hand.
• Explore the depths of the ocean and the vastness of
space.
• Time travel to key events and places from the past.
• Explore within the human body.
• Allow students to share their world with others by
creating their own VR content.
• Promotes curiosity and wonder!
• Provides outstanding visualizations that aren’t possible
in the traditional classroom.
• Increases student's engagement.
• Eliminates the language barrier.
Cons of Virtual Reality

• Deteriorates human connection.


• Lots of functionality issues.
• Probable addiction to the virtual world.
• Quite expensive.
• Can lack flexibility in the learning environment.
Try it out!
*works best with VR equipment

Need more information?


Click above or click below.
This Photo by Unknown Author is licensed under CC BY-NC

More info about


Virtual Reality?!
Citations
 Evans, A. (2018). Pros and cons of virtual reality in the classroom. The Chronicle of Higher Education, Retrieved from

http://ezproxy.library.csn.edu/login?url=https://www-proquest-com.ezproxy.library.csn.edu/docview/2038287339?accountid=27953

 Sweeney, S. K., Newbill, P., Ogle, T., & Terry, K. (2018). Using augmented reality and virtual environments in historic places to scaffold historical empathy. TechTrends,

62(1), 114-118. doi:http://dx.doi.org.ezproxy.library.csn.edu/10.1007/s11528-017-0234-9

 Fransson Göran, Holmberg Jörgen, & Claes, W. (2020). The challenges of using head mounted virtual reality in K-12 schools from a teacher perspective. Education

and Information Technologies, 25(4), 3383-3404. doi:http://dx.doi.org.ezproxy.library.csn.edu/10.1007/s10639-020-10119-1

 Hoffman H, Vu D. Virtual reality: teaching tool of the twenty-first century? Academic Medicine : Journal of the Association of American Medical Colleges. 1997

Dec;72(12):1076-1081. DOI: 10.1097/00001888-199712000-00018.

 Evans, A. (2018). Pros and cons of virtual reality in the classroom. The Chronicle of Higher Education, Retrieved from http://ezproxy.library.csn.edu/login?

url=https://www-proquest-com.ezproxy.library.csn.edu/docview/2038287339?accountid=27953

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