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Virtual-Reality School as the Ultimate School Choice

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The conservative education activist Erika Donalds envisions a world where parents unsatisfied with their public schools can opt out by putting their kids in a headset.

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HMD (Head-Mounted Device) is the typical way VR is entered. This article dives in the intricacies of when this kind of technology should be used and how it can best be utilized.

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Erika Donalds, an education expert promoting VR 

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Erika Donalds, an education expert promoting VR 

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In this interview with Erika Donalds, she talks about how she believes VR can be used for education and the implications of how it could be successful. She is the CEO of Optima Domi, a Virtual Reality charter school.

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Thank you so much for doing this with us! Before we dig in, our readers would like to get to know you a bit. Can you tell us a bit about your backstory and how you grew up?
I am a fourth-generation Floridian. I grew up in Tampa with a single mom who worked multiple jobs and did not talk to me much about education or college. However, at some point in my high school years, I just knew that I did not want to live paycheck to paycheck and struggle financially. I decided to buckle down so that I could go to college and improve my future.

I went to Florida State University (FSU) and majored in accounting. I was very serious about my studies and graduated Magna Cum Laude, then went on to get my master's degree in accounting and my CPA. Since then, I have been very driven in my career and other philanthropic, political, or church-related endeavors.

My husband and I met at FSU and have been together for 20 years. We have been involved in education causes for two decades, and about three or four years ago, I decided to make this my life's work.
Is there a particular book, film, or podcast that made a significant impact on you? Can you share a story or explain why it resonated with you so much?
There is a book titled: Reinventing America's Schools by David Osborne. David Osborne was vilified during the Common Core Era - of which I was a part of the anti-common core movement. But his book talks about education reform and all of the pieces that need to be in place for successful reform in different areas of the country, using them as case studies - places like New Orleans, Denver, and Washington DC. He explains the politics, policies, and other factors that must be aligned for education reforms to be successful. I think it is one of the best education reform books out there because it is not myopic in the view of how to be successful.
Is there a particular story that inspired you to pursue a career in the X Reality industry? We'd love to hear it.
I specialize in classical or traditional education, so I never thought I would be involved in a virtual reality school, since our brick-and-mortar schools have no technology in the classroom. When we went virtual during the pandemic, we were able to keep the best things about classical education intact. Our students had live instruction from teachers every day, they were still reading classic literature and receiving the content-rich curriculum. We had such great feedback from parents, and they were asking us to continue this style of online learning.

When I started looking into virtual learning, I knew it would be challenging to do this effectively, and I happened to meet Adam Mangana, our executive director, who has been working on virtual reality classrooms for many years. The combination of the virtual reality classroom and the classical model of education was the perfect match to implement what our vision and to maintain the pillars of classical education in the virtual reality environment. I think it's going to be the most successful education innovation in a very long time.
Can you share the most interesting story that happened to you since you began this fascinating career?
You might think that starting a virtual school in the middle of a pandemic is a great idea, because the demand is high. However, with chip shortages, uncertainty in the marketplace, looking for investors to embrace what has never been done before, and going through the government bureaucracy, it has certainly had its challenges. This entire endeavor, from January 2021 to today, has been one miracle after another as we overcome so many obstacles. The greatest thing about it has been all the people who have joined the team and are working to build this virtual reality charter school. They have embraced the vision that we have for what is ultimately possible and are getting on board with full energy and attention. I mean, that's really a story in itself; to be able to gather such an exemplary team in such a short time to build a VR school, launch it, and welcome 1,500 students next year - it's just going to be an amazing thing.
Can you share a story about the funniest mistake you made when you were first starting? Can you tell us what lesson you learned from that?
When I started in the charter school industry, we went into a new area in Florida that was not so friendly to growth. We are thinking we are bringing this school choice into this community, parents are really excited, and everyone will love it, and then we ran into the brick wall called government. They held public meetings, and there were hundreds of people who showed up complaining about traffic, environmental impacts, conspiracy theories, and anything else that they could think of to block education choice. The effort to defend the education monopoly was stronger than we realized. It was a mistake to underestimate the opposition to reform and innovation, and we will not make that mistake again. Since then, the good news is that school choice, education reform, and school choice options have gained such support from the public, parents, and community members.
None of us are able to achieve success without some help along the way. Is there a particular person who you are grateful towards who helped get you to where you are? Can you share a story about that?
Definitely my husband. We got married right after college, and we started our life together right after 9/11, both working multiple jobs. We had our first baby, and Byron was "Mr. Mom" so I could go back for my master's degree and CPA. Then when he was studying for exams and advancing his career, I was taking up the slack at home. Just over 20 years together, and we work as a team to help propel each other forward. I could not do anything that I do without his support and encouragement, and all those years that he helped me achieve my goals and dreams.
Are you working on any exciting new projects now? How do you think that will help people?
My exciting new project is opening the world's first virtual reality charter school! We are also building classical teacher and leadership training programs that we will offer both in-person and virtually. As we begin to open this virtual reality school, we know we are going to have to train a lot of teachers across the country and perhaps around the world to teach classically and to teach in virtual reality.
Ok super. Thank you for all that. Let's now shift to the main focus of our interview. The VR, AR and MR industries seem so exciting right now. What are the 3 things in particular that most excite you about the industry? Can you explain or give an example?
The three things that excite me about the industry would all have to do with education. That is my focus, and that is where I want to see technology being able to take education to the next level. It is already involved with entertainment, which is wonderful, but education is what truly sets people free. Being able to utilize VR, AR, MR to bring classical education to students in rural communities and disadvantaged or underserved communities, that otherwise would not be able to get the same experience with the same quality of teacher. We will bring that right to them at Optima Classical Academy.

Secondly, studies show VR can help students who have attention deficits and other types of special needs. I am excited about the possibilities for those students to immerse themselves in an educational experience fully and not have the distractions of a traditional classroom.

Finally, I'm excited about training teachers in VR and allow them to interact with the greatest teachers from around the country. The possibilities for expanding and improving teacher training using VR are endless.
What are the 3 things that concern you about the VR, AR and MR industries? Can you explain? What can be done to address those concerns?
We must be careful that VR is used to enhance the world that we live in and not replace it, especially when it comes to our children. I think it will be great that kids can interact during virtual school with their teachers and peers, but it is not going to replace peer-to-peer interaction that they need, like playing outside with friends. I think kids still need to be out and about and interact personally.
I think the entertainment aspects of VR, AR and MR are apparent. Can you share with our readers how these industries can help us at work?
Training our teachers will be a tremendous aspect of our work with Optima Classical Academy. It is very difficult for a teacher to observe another teacher teaching. That is because they all teach at the same time throughout the school day, and they would have to leave their class and watch another teacher teach. Once we have the teachers teaching in VR and record those, another teacher can watch the video and ask questions. They can also be live and see how the teacher interacts with the students in the classroom. Also, just bringing the highest quality trainers into virtual reality with students around the country without having to travel and deal with other expenses. It is going to make high-quality, live training more accessible and more effective because you're doing it in VR as opposed to in a webinar.
Are there other ways that VR, AR and MR can improve our lives? Can you explain?
We host VR meetings with our team at Optima. This interaction is so much better than it is in 2 dimensions, and we can still share documents with one another in the metaverse. As more people have VR headsets in their homes, we will see more social interaction in VR. It is so much more fun to get together with avatars in the virtual reality environment where you can go anywhere and have an experience together when you cannot otherwise be face to face. It is going to change our relationships and our ability to interact with other people virtually in a more meaningful way.
Let's zoom out a bit and talk in broader terms. Are you currently satisfied with the status quo regarding women in STEM? If not, what specific changes do you think are needed to change the status quo?
I believe it is important that we encourage women and young people about their abilities in mathematics and science, but it starts with having capable teachers in these subjects. Often, teacher unions do not allow differentiation in pay for teachers in STEM fields, and it is difficult to compete with the private sector for this talent. As a result, we have weak STEM teachers in our schools, students do not receive quality instruction in these areas, and so they are not confident exceling in those fields. We need to incentivize skilled STEM teachers to come to teach in our schools, and inspire women, men, and other students into the STEM fields.
What are the "myths" that you would like to dispel about working in your industry? Can you explain what you mean?
People who defend the education monopoly criticize school choice advocates as a 'special interest' and say we are in education for the money. We are definitely in it for the children. For people coming from the private sector, like myself, it was a calling to change careers and focus on something like school choice that has so many barriers. It is not as easy as working in the private industry, but you do it because you love kids, want to help families, and think it is going to make a difference in our country long-term.
What are your "5 Leadership Lessons I Learned From My Experience as a Woman in Tech" and why? (Please share a story or example for each.)
I am relatively new to being a woman in Tech, aside from in the accounting and finance industry in my 20-year career, and I'm a lot more "tech-savvy" now that I'm the founder of a virtual reality charter school. So as a newly experienced woman in tech, I find that the one surprising thing to me is the kind of minority veto on innovation and technology in a multitude of areas, but certainly in education. You would think education would be one of the most innovative places. This is an opportunity to be progressive, and we are thinking of how we can do better with educating children. Many people are not willing to get outside of the box to try to do things differently utilizing the amazing technology available today.

Hopefully, I can be part of the solution in spreading the good news about utilizing technology in the right way and maintaining the efficacy of something like classical education or other traditional things that can be enhanced with technology, not replaced with technology.
You are a person of great influence. If you could inspire a movement that would bring the most amount of good to the most amount of people, what would that be? You never know what your idea can trigger. :-)
If I could do one thing, it would be to bring universal school choice to every parent across the country. I would make education into a competitive free-market environment, which would raise the quality and accessibility of education for every child.
We are very blessed that very prominent leaders read this column. Is there a person in the world, or in the US with whom you would like to have a private breakfast or lunch, and why? He or she might just see this if we tag them :-)
Elon Musk, of course! Because he is innovative, a risk taker and an incredible businessperson. I would want to learn everything I could about him, his success, and what is next for him in the future so I can invest in whatever it is he is doing.
Thank you for these fantastic insights. We greatly appreciate the time you spent on this.

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Wisdom from Women Leading in VR, AR and MR Industry with Erika Donalds Of Optima Classical Academy

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As a part of our series called "Wisdom from Women Leading in VR, AR and MR Industry", I had the pleasure of interviewing Erika Donalds. Education entrepreneur Erika Donalds is the founder and Chief...

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Preparing current students for the future in tech

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Preparing current students for the future in tech

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Growing up in today's technological world requires a different set of skills than any generation previously. Students must be taught accordingly with the exponential growth of technology and how to take full advantage of it.

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Listen to this episode from VR in Education on Spotify. Hello everyone. Welcome to another exciting episode of VR in Education. Preparing students to navigate the evolving education landscape is paramount in an era of rapid and unpredictable change. Technological advancements and cultural shifts reshape industries and opportunities at an unprecedented pace.

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While providing additional reasons why VR in education can be beneficial, this article highlights concerns of applying VR into an academic setting.

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Boost of engagement for students leads to the creation of a higher quality understanding in a multitude of educational facets.

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Development of AR and VR Tools for Student Engagement in Higher Education  | Ulan Dakeev | TEDxSHSU

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The AR and VR in Education Market is undergoing a significant transformation and is expected to grow from USD 11.9 billion in 2023 to around USD 75 billion by 2033, with a Compound Annual Growth Rate (CAGR) of 20.26% during the forecast period. The growth is indicative of the expanding role of immersive technologies in educational settings, offering novel ways to engage learners and enhance the educational experience.

Several factors contribute to this upward trajectory. The adoption of AR and VR technologies in education is driven by their ability to make learning more interactive and engaging, thereby improving students' understanding and retention of knowledge. These technologies are particularly effective in providing immersive experiences for complex subjects, facilitating a deeper understanding of the material.

The COVID-19 pandemic has accelerated the integration of AR and VR into education, with remote learning becoming the norm for many. This shift has prompted educational institutions and tech companies to invest more heavily in these technologies, recognizing their potential to revolutionize the way educational content is delivered and consumed.

In the realm of AR/VR in education, significant corporate movements are underway, underscoring the sector's dynamism and growth potential. For instance, zSpace, an AR/VR provider for the K-12 education market, announced its plan to go public by merging with EdtechX Holdings Acquisition Corp. II, a special purpose acquisition company (SPAC) focused on education and workforce development. This move aims to deepen zSpace's presence in the U.S., enhance its product offerings, and broaden its geographic reach, illustrating the significant investment and interest in the AR/VR educational space.

Another notable development is the acquisition of Spectrum AMT by Ocutrx Technologies, a developer of medical devices utilizing AR, XR (extended reality), and AI (artificial intelligence). This acquisition represents the continued expansion and integration of AR technologies into various educational and training sectors, highlighting the versatility and utility of AR/VR solutions beyond traditional classroom settings.

Key Takeaways

The global augmented and virtual reality in education market is forecasted to reach a substantial value of USD 75 billion by 2033, reflecting a robust CAGR of 20.26% from 2024 to 2033.

By 2024, it is projected that over 40% of K-12 schools in the US will incorporate AR/VR technologies, marking a significant increase from less than 20% in 2022, indicating a growing recognition of their benefits in enhancing the learning experience.

An overwhelming 93% of teachers express the belief that VR would be beneficial in classroom teaching, underlining strong support for immersive technologies in education.

The revenue generated by education-focused VR software is anticipated to surpass USD 300 million globally by 2024, compared to approximately USD 120 million in 2022, indicating a substantial growth trajectory driven by increasing demand for tailored VR solutions in education.

European VR education startups are poised to experience a 30% increase in funding between 2023 and 2024, reflecting sustained confidence in the potential of VR in education.

It is estimated that by 2024, over 60% of US colleges will offer at least one VR-based course, compared to less than 30% in 2022, highlighting the growing recognition of VR's value in higher education for immersive and interactive learning experiences.

Additionally, by 2024, 70% of community colleges are expected to utilize VR for career training programs, a significant increase from 20% in 2019, aiming to broaden access to immersive learning opportunities for a wider range of students.

In 2023, hardware, particularly interactive whiteboards, portable controllers, and VR devices, held a dominant market position, capturing over 65% of the market share.

Cloud-based deployment dominated the market in 2023, holding more than a 71% share, owing to its scalability, flexibility, and cost-effectiveness in deploying AR/VR applications.

North America led the augmented and virtual reality in the education sector in 2023, with over 35% market share, driven by robust technological infrastructure, substantial investments, and proactive adoption by educational institutions.

The Higher Education segment emerged as the dominant player in the market, capturing a significant market share of over 39% in 2023, driven by the increasing recognition of the value of immersive technologies in tertiary education and the inclination towards adopting innovative technologies.

AR and VR in Education Statistics

High Student Interest: 97% of students show interest in VR courses, underlining the strong appeal of immersive educational experiences.

Investment Potential: Education is expected to become the fourth largest sector for VR investments, indicating significant financial support.

Gap in Technology Use: Although nearly 80% of teachers have access to VR devices, only 6.87% regularly use them in their teaching, suggesting a gap in technology integration.

Teacher Support for VR: 93% of teachers believe their students would be excited about using VR in the classroom.

Educational Experience Enhancement: 70% of teachers are interested in using VR to simulate experiences relevant to classroom material.

Public Awareness: 92% of U.S. respondents are familiar with "Virtual Reality", showing widespread awareness.

Willingness to Invest: There's a growing willingness among individuals to purchase VR gear, indicating readiness for technology adoption.

Popular Use in Education: VR technology's integration into education ranks as the fourth most popular VR application.

VR Device Shipments: About 4 million VR devices were shipped for educational purposes in 2020, highlighting increasing usage in education.

Educational Value Recognition: 54% of teachers integrated VR into their classrooms in 2018, and 94% believe VR would benefit their students.

Learning Outcomes: Students using VR for studying achieved higher test scores by 83%, with learning up to 2.3 times more effective compared to traditional methods.

Home Usage: Approximately 15% of American households own VR devices, indicating a potential for classroom integration.

Future Sales: By 2028, global VR headset sales are estimated to reach 27.25 million units.

Mainstream Adoption: About 20% of U.S. adults have experienced VR technology, showing its broader societal integration.

Usage Frequency: Only 28% of VR headset owners use their devices daily, with 39% using them weekly.

Brand Investment: 75% of Forbes World's Most Valuable Brands have invested in AR/VR experiences, signifying strategic importance.

Job Support: XR technology currently supports around 80,000 jobs, with expectations to reach 2.3 million roles by 2030.

Training Effectiveness: VR training increases learning effectiveness by 76% and helps employees train four times faster.

Confidence and Engagement: Learners report up to a 275% increase in confidence and four times more focus during VR training sessions.

Healthcare Training: Surgeons trained with VR make 40% fewer mistakes, and VR safety training in mining has led to a 43% reduction in lost time due to injuries.

Elementary and Secondary Education: AR is transforming traditional subjects by making learning more interactive. For example, geography lessons are enhanced with AR sandboxes in classrooms, enabling students to understand topographical changes in real-time, thus deepening their grasp of geography and environmental sciences.

Higher Education: In universities, AR and VR are being utilized to supplement traditional teaching methods. Medical education, for instance, benefits from AR simulations that allow students to explore complex medical conditions safely. This innovative approach offers invaluable insights into mental health and improves diagnostic and treatment methods.

Vocational and Technical Training: AR and VR are revolutionizing technical skills training by enabling learners to practice hands-on skills in a safe, controlled environment. Welding programs, for example, use AR to allow students to practice and refine their welding techniques with real-time feedback, thus accelerating the learning process while enhancing safety and reducing material waste.

Professional Development: Educators are leveraging AR for Teacher Professional Development (TPD), engaging in interactive learning experiences that enhance teaching skills and knowledge. Through AR simulations, teachers can explore scenarios, practice strategies, and receive instant feedback, thereby improving their instructional abilities.

Immersive Learning for Diverse Learning Styles: AR and VR technologies support inclusive education by catering to students with different learning styles and needs, including those with learning disabilities. By providing access to material in immersive formats, these technologies help create a more engaging and absorbing learning environment.

Enhancing Focus and Reducing Distractions: The captivating nature of VR and AR can help mitigate the effects of decreased attention spans by offering immersive learning experiences. This is particularly beneficial for younger learners, who are more susceptible to distractions in traditional learning settings.

Speeding Up Learning Processes: VR and AR technologies can significantly reduce learning times by immersing students in environments that offer direct interaction with the subject matter. For instance, virtual field trips to inaccessible archaeological sites or deep-sea explorations offer hands-on learning experiences that are both effective and time-efficient.

Promoting Inclusivity and Accessibility: By providing educational resources in affordable and accessible formats, AR and VR technologies help bridge the gap between students from varied socioeconomic backgrounds. They also support students with special needs by improving focus and offering personalized learning experiences.

Key Players Analysis

Meta

Meta, previously known as Facebook, is making substantial strides in the Augmented and Virtual Reality (AR/VR) in education sector. Through initiatives like Meta for Education, the company is dedicated to transforming learning experiences by equipping educators with immersive technology. This includes enhancing vocational training and fostering lifelong learning opportunities. Meta's vision involves leveraging metaverse technologies to revolutionize school lessons, allowing educators to enrich their curriculums with engaging immersive content. Furthermore, professional development courses and training are offered to educators to help them gain new skills for creating curriculum and content within the metaverse.

In its broader ambition, Meta envisions learning in the metaverse as a blend of virtual and physical spaces, breaking down traditional barriers in education. This approach aims to make learning a more accessible, engaging, and effective experience by utilizing AR and VR technologies. The pandemic's push towards online learning has only accelerated the adoption of such immersive learning models, paving the way for a hybrid approach that complements in-person learning with online and simulated environments. Meta is committed to building an ecosystem to support this new era of learning, focusing on developing AR/VR creators, transforming educational methodologies, and increasing access to education through technology.

Meta's progress in AR and VR technology has been marked by innovations like the Meta Quest Pro, which introduced mixed reality capabilities and advanced optical systems designed to enhance immersive experiences. The company envisions these technologies playing a crucial role in educational content delivery, offering learners the ability to interact with 3D objects and explore subjects in depth that would be impossible using traditional methods. As Meta continues to invest in and develop these technologies, the potential for transforming the educational sector grows, promising a future where learning is more interactive, engaging, and inclusive.

Microsoft Corporation

Microsoft Corporation is revolutionizing the education sector with its HoloLens 2 technology, providing immersive learning experiences that help students understand complex concepts in 3D. By incorporating hands-on lesson plans and holographic instructions, HoloLens 2 enhances learning outcomes and supports hybrid teaching methods. This technology has been shown to significantly improve knowledge retention and accelerate learning, making education more interactive and engaging. Microsoft's work in augmented and virtual reality demonstrates a commitment to advancing educational methodologies through innovative immersive experiences.

Magic Leap, Inc.

Magic Leap, Inc. has innovated in the augmented reality (AR) sector, particularly with its Magic Leap One headset, integrating 3D computer-generated imagery with real-world objects. Founded in 2010, the company aimed to revolutionize AR with advanced technology and significant backing, including from Google and Alibaba. Its focus extends into the educational sector, leveraging AR to enhance learning by overlaying digital content onto the physical world, thereby creating immersive learning experiences.

Sony Group Corporation

Sony Group Corporation has collaborated with Niantic, Inc., known for AR mobile games like "Pokemon GO," to explore the auditory AR field specifically for headphones. This partnership aims to create an immersive gaming experience that utilizes Sony's audio technology alongside Niantic's AR technology, promising a new kind of AR experience that goes beyond visual AR to include auditory elements. The first initiative under this collaboration is to release "Ingress" with auditory AR capabilities through Sony's LinkBuds headphones.

HTC Corporation

HTC Corporation has made significant contributions to augmented and virtual reality (AR/VR), particularly in the education sector through its VIVE platform. Their offerings include a range of VR headsets and accessories designed to provide immersive learning experiences. With these tools, HTC aims to transform how educational content is delivered and experienced, making learning more interactive and engaging.

Vuzix Corporation

Vuzix Corporation, founded in 1997, specializes in wearable virtual and augmented reality display technology. They produce head-mounted displays marketed for mobile and immersive augmented reality applications, including 3D gaming, manufacturing training, and military equipment. Their products, like the M100 Smart Glasses, M300 Smart Glasses, M400 Smart Glasses, and Blade Smart Glasses, highlight Vuzix's commitment to enhancing AR experiences across various sectors.

Lenovo

Lenovo has launched the ThinkReality VRX, an all-in-one virtual reality headset designed for enterprise applications such as immersive training, collaboration, and 3D design. This headset, aimed at the enterprise metaverse, is supported by cloud software, security features, and services to facilitate business integration and ROI realization. It's built for comfort and extended use with a slim profile, pancake optics, and high-resolution pass-through capabilities for mixed reality applications.

Samsung

Samsung is leveraging augmented and virtual reality (AR/VR) technologies to transform personalized learning. These technologies offer immersive, real-world simulations that enhance engagement and understanding, enabling personalized educational experiences that cater to individual learner's needs and pace. By providing vivid, interactive environments, AR and VR in education promote deeper comprehension and retention, underscoring Samsung's commitment to advancing educational methods through innovative technology.

Conclusion

the AR/VR in Education Market is poised for significant growth, supported by technological advancements, a push for more engaging educational experiences, and the global shift towards digital learning. Despite facing challenges related to costs and infrastructure, the potential for AR and VR to transform education is vast, offering opportunities for students and educators alike to reimagine the learning process in an increasingly digital world.
Tajammul Pangarkar
Tajammul Pangarkar is a CMO at Prudour Pvt Ltd. Tajammul longstanding experience in the fields of mobile technology and industry research is often reflected in his insightful body of work. His interest lies in understanding tech trends, dissecting mobile applications, and raising general awareness of technical know-how. He frequently contributes to numerous industry-specific magazines and forums. When he's not ruminating about various happenings in the tech world, he can usually be found indulging in his next favorite interest - table tennis.

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AR and VR in Education Market To Hit USD 75 Billion

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AR and VR in Education Market size is expected to be worth around USD 75 Billion by 2033, from USD 11.9 Billion in 2023

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Brain stimulation, Long-term retention, Opportunities otherwise not accessible, Realistic and controlled training, Digital literacy

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Immersive Learning Experiences: How VR Transforms Education

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Teaching through VR boosts engagement as students go at their own pace and move through an immersive, interactive environment that bends to the students will. Turns teachers into possible thing of the past and could solve teaching shortage.

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VR and AI in Education: The Future of Learning | Kristen Tamm | TEDxTartuED

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Gamifies learning, Provides safe place from potential dangers, Interactive space that increases involvement and motivation, Mostly done with adults/Univ students