The VR Market
VR technology has the potential to open up a world of new experiences for students everywhere.
According to research from Zion Market Research, VR is expected to reach $26.89 billion by 2022, showing its rising popularity in the years ahead.
Actually, simulated environments offer experiences that people could only once dream about. Many things are now possible thanks to VR computing devices, indeed gaming has been just an initial beneficiary of VR, driving the market growth, but now VR is able to support also other domains such as healthcare, astronomy and recently education.
The UK education sector has shown a willingness to put technology in the hands of students, such as smart panels and interactive displays, but still, more must be done. Limited budgets and a lack of time are often cited as the main barriers in delivering the best possible experience to students.
Reinventing the educational experience could help and support students in their challenges, providing new insights and new perspectives on them.
To better understand the opportunities of VR within education, Lenovo conducted a study asking 500 primary and secondary school teachers about their views on VR, producing a number of interesting findings.
Incorporating VR within the classroom is a widely supported view from teachers across the UK, with an almost unanimous 94 per cent believing that it would benefit the classroom.
Nearly half (42 per cent) predict that it will become commonplace in the next five years, which supports the projected growth of the VR market industry in the coming years.
Data show that only 23 per cent of teachers used VR during their classes declaring it more engaging for students’ learning.
This comes at little surprise as students are no longer limited by textbooks, and instead offered 360 degree visual and immersive experiences, helping bring ideas from paper to life.
Learning as an Immersive Experiences
Despite the limited budgets to take these advanced instruments in the educational domain, teachers consider them a very powerful learning method, believing that VR is helping visualise things faster than previously possible above all in topics such as science and geography.
But what VR is also helping overcome is the financial and physical barriers that some students face. For students unable to embark on field trips or trips abroad, VR can help ‘level the playing field’, enabling similar experiences for students from all backgrounds.
For example, VR can recreate a laboratory environment for those studying sciences to get a visually immersive experience that closely mimics a real-life setting.
VR is able to easily emulate the appropriate learning environments.
VR technology is driving teachers to provide computing devices to students in order to empower learning processes through more immersive experiences and at the same time it is a real driving force in inspiring the next generation of technologists.
Many teachers think that there will be a positive effect on the design and creativity skills of students, moreover, VR can actually build aspirations for students regarding the types of jobs they want to do.
Moreover, they agree that it is also the key facilitator to move lessons forward into the future, breaking down the bounds of the walls of traditional classrooms offering more varied experiences both for students and teachers.
VR is still a relatively new industry but it is already providing a gateway to more opportunities in this field.
VR has the potential to create an endless stream of opportunities within education that will only drive more engaged students and learning experiences.
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