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Using virtual reality in teaching and learning is not new. U.S. armies have been using simulators to train the soldiers for many years.

In the online oxford dictionary, Virtual Reality (VR) is defined as a "... computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors."

In recent years, VR has become a popular discussion in education.

Can immersed virtual reality environments such as Second Life be introduced as an alternative learning environment? Is there any benefit to using an immersed virtual environment?

VR is often used in vocational training aimed to adult workers; it's especially effective when learners cannot be physically present outside of virtual reality. Many universities have been exploring the possibility of using VR as a formal teaching tool (Freina & Ott, 2015).

A research conducted by Freina and Ott (2015) showed an interesting graph in regards to the use of immersed virtual reality environments in different disciplines.

Figure 1 Immersive Virtual Reality Education-number of papers per subject area

As shown in the chart, the computer science and medical fields have been taking advantage of this new tool. Some examples being mentioned include: medical training in a virtual hospital, medical professional training, a surgical education system that uses a head mounted display and finger tracking to show the practitioners the exact movements of the expert's fingers during surgery.

Many challenges educators face in online teaching can be addressed by using VR. For example, one of the biggest challenges is promoting student interaction and collaboration. The typical solution is to introduce discussion boards; however, this is not quite as effective as real-time discussion (Miller, 2014).

A great example of using VR in teaching and learning is Learn It Town which is developed by Shelwyn Corrigan and her business partner. The main purpose of this learning VR environment is for students to learn English and Spanish. For English learning, there are several levels of classes given in this town, ranging from beginner English to advanced and proficient English. All the lessons are broken up into specific topics, which makes it easy to follow and practice. Some examples of the courses they offer are:

Public speaking; Art Talk; Social English; Orientation practicum; TV talk; Stories and Literature; Stylize your English. There is a day to day calendar posted for all the courses.

There are many locations in this town such as the bank, bar, beach, cinema, gallery, gas station, hospital, hotel, ice cream parlor, office, park, pizzeria, police station, supermarket, theater, residential building, and library. The instructors can take the students to a location and conduct "lessons". When I visited the ice cream parlor I met a couple of students there who are from Hungary and Russia. We had a great discussion regarding practicing English in Second Life and how effective it is and how it carries to their real life environment. Both of them have been learning English in Learn it Town for over two years.

Leveraging VR in teaching and learning is not without challenges. In order for a VR environment to be successful it will require support from all of those involved, especially from faculty members. As they will need to lead and facilitate such activities and deliver instructional content effectively in this environment. All the instructors do not have the same comfort level to facilitate lessons in the virtual environment. Technology also needs to be developed so that VR is easy to use and easy to navigate and the technology must be accessible by all students (Palloff & Pratt, 2007). The Learn it Town environment was developed in over 7 years. According to its website, Learn It Town is managing 60,000 students from 121 countries.

Overall, VR can provide learners with an immersed environment where otherwise students couldn't access. It provides educators with an alternative tool in online education. It reaches a broader population both in terms of instructors and students.

References:

Freina, L., freina@itd.cnr.it, & Ott, M., ott@itd.cnr.it. (2015). A Literature Review on Immersive Virtual Reality in Education: State of the Art and Perspectives. eLearning & Software for Education, (1), 133-141. http://doi.org/10.12753/2066-026X-15-020

Miller, R., millerra11@students.ecu.edu. (2014). The Application of Virtual Reality in Higher Education Distance Learning. Journal of Applied Learning Technology, 4(4), 15-18.

Palloff, R. M., & Pratt, K. (2007). Building online learning communities: effective strategies for the virtual classroom (2 edition). San Francisco, CA: Jossey-Bass.

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Using virtual reality in teaching and learning is not new. U.S. armies have been using simulators to train the soldiers for many years. In the online oxford dictionary, Virtual Reality (VR) is defined as a "...

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Abstract

Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. VR possesses much potential and its application in education has seen much research interest lately. However, little systematic work currently exists on how researchers have applied immersive VR for higher education purposes that considers the usage of both high-end and budget head-mounted displays (HMDs). Hence, we propose using systematic mapping to identify design elements of existing research dedicated to the application of VR in higher education. The reviewed articles were acquired by extracting key information from documents indexed in four scientific digital libraries, which were filtered systematically using exclusion, inclusion, semi-automatic, and manual methods. Our review emphasizes three key points: the current domain structure in terms of the learning contents, the VR design elements, and the learning theories, as a foundation for successful VR-based learning. The mapping was conducted between application domains and learning contents and between design elements and learning contents. Our analysis has uncovered several gaps in the application of VR in the higher education sphere-for instance, learning theories were not often considered in VR application development to assist and guide toward learning outcomes. Furthermore, the evaluation of educational VR applications has primarily focused on usability of the VR apps instead of learning outcomes and immersive VR has mostly been a part of experimental and development work rather than being applied regularly in actual teaching. Nevertheless, VR seems to be a promising sphere as this study identifies 18 application domains, indicating a better reception of this technology in many disciplines. The identified gaps point toward unexplored regions of VR design for education, which could motivate future work in the field.

View Abstract

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A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda

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Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. VR possesses much potential and its application in education has seen much research interest lately. However, little systematic work currently exists on how researchers have applied immersive VR for higher education purposes that considers the usage of both high-end and budget head-mounted displays (HMDs).

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Education is the base for a thriving society, and the transfer of knowledge has been a top priority for civilizations since the very beginning. People are constantly looking for ways to make knowledge transfer more easily, more quickly, and more effectively.

In the era of digital devices, we have an opportunity to enable better learning with technology. Virtual Reality (VR) seems to be the natural next step for the evolution of education.

In this article, I'll show how virtual reality can transform the way educational content is delivered.

How we learn today

Before diving into the details of how VR in education will help improve the learning process, it's important to understand why we need to improve the quality of education in the first place. Historically, most technologies designed to aid learning have been aimed at enabling access to information - facts and observations about the world. Before computers, we had a powerful tool that helped us retain facts: books.

In the era of digital technologies, books are being turned into eBooks. Modern search engines make fact-finding really easy - with just a few clicks you can discover answers to many questions.

While knowledge has become more easily available for more people, the current approach to education has two significant problems:

It's based on the same old format - fact retention. Teaching methods are focused on providing facts; however, having access to and consuming a lot of information isn't learning. Being informed isn't the same as being educated.

A lot of people have difficulties comprehending information. Too much information received in a short period of time can easily overwhelm students. As a result, they become bored, disengaged, and usually not sure why they are learning about a topic in the first place.

What makes VR in education beneficial?

Virtual reality can be used to enhance student learning and engagement. VR education can transform the way educational content is delivered; it works on the premise of creating a virtual world - real or imagined - and allows users not only see it but also interact with it. Being immersed in what you're learning motivates you to fully understand it. It'll require less cognitive load to process the information.

Here are just a few properties that makes virtual reality in education so powerful.

Better sense of place

When students read about something, they often want to experience it. With VR, they aren't limited to word descriptions or book illustrations; they can explore the topic and see how things are put together.

Thanks to the feeling of presence VR provides, students can learn about a subject by living it. It's easy to forget that VR experiences aren't real - a body actually believes it's in a new place. This feeling engages the mind in a way that is remarkable.

Rather than reading about Rome, VR headsets let students be transported to Rome. Image by unimersiv

Scale learning experiences

Technologies such as science labs are amazing - they allow students to understand how things work based on practical experience.

A relatively small VR device can even act as a whole science lab.

But such technologies are expensive and almost impossible to scale. They are also limited in the number of things they can do.

Learn by doing

It's a well-known fact that people learn best by doing; however, if you inspect modern education, you'll see how little learning actually happens by doing. Students are focused on reading instructions rather than using them in practice.

VR in education provides an experience anchor to the instruction. With VR education, learners are inspired to discover for themselves. Students have an opportunity to learn by doing rather than passively reading.

A virtual medical lab where there's no danger of things going wrong. Image by ossovr.

Emotional reaction

Visceral reactions to what we are experiencing are fundamental to forming memories. VR in education makes it easy to engage students the whole time, making experiences memorable.

Develop creativity

Having virtual reality in education is useful not only for content consumption, but it's also great for content creation. By giving students powerful tools such as Tilt Brush, you help them boost their creativity.

Visual learning

A lot of people are visual learners - VR is really helpful for this group of learners. Instead of reading about things, students actually see the things they're learning about. Being able to visualize complex functions or mechanisms makes them easier to comprehend.

Users are ready to embrace new technology

The first idea that pops into anyone's mind when they think about VR technology is an entertainment experience. Many designers see VR as an extension of the gaming industry. It's true that VR has historically been dedicated to gaming, but things are changing. According to a recent survey conducted by Greenlight VR, desire for education outweighs desire for gaming content - 63.9 percent vs. 61 percent.

Categories of VR educational experiences

Where can we apply virtual reality in education? The answer is almost everywhere. VR creates an infinite set of possibilities that people can experience. Here are few types of experiences you can create with VR.

Virtual fields trips

VR technology can be used to engage students in topics related to geography, history, or literature by offering a deeply immersive senses of place and time. Simply imagine geography lessons where you can visit any place on the globe - this type of experience is much more enriching than just reading about it.

With VR, they aren't limited to word descriptions or book illustrations; they can explore the topic and see how things are put together.

Google Expeditions is one good example of an app designed to provide such an experience. Expedition is a library of field trips available for regular smartphone users. Each trip is comprised of VR panoramas, and trips vary from the Great Wall of China to Mars. People all over the world can visit places that are virtually impossible to visit in person.

Google piloted this app in hundreds of schools all over the world. The project was extremely successful, with Google taking more than 1 million students in 11 countries on expeditions.

Of course, virtual reality will never replace real field trips and travels, nor should it. But, VR enables experiences to happen that would be otherwise impossible.

High tech training

VR is a good solution for highly technical training fields like the military or the medical industry. For example, the most significant challenge for medical students learning anatomy is understanding the body in three dimensions and how different systems fit together. VR education can help overcome this problem.

One good example is the VR system used by Mendel Grammar School in Opava City, Czech Republic, which helps students in biology classes learn about the anatomy of the eye. The team working on this project employed a Leap Motion controller and specially-adapted Oculus Rift headsets to provide an innovative way of learning anatomy.

Internships

Getting exposure to different careers is an essential part of the learning process. From early childhood, we dream about what we want to be when we grow up, and those dreams are usually inspired by the professionals in our lives. Often, we get this understanding through internships.

I never teach my pupils, I only attempt to provide the conditions in which they can learn.
Albert Einstein

Another benefit of having virtual reality in education is its ability to help broaden students' exposure to careers. It improves people's ability to imagine themselves in others' shoes. Career expeditions show what it's like to work in a field - students can explore a day in someone's career, see what person is studying, and understand what a person likes - or doesn't like - about their job. As a result, the experience becomes familiar to students.

VR lets students explore any profession, like being an astronaut. Image by YouTube.

Group learning

Some of the most important knowledge we gain doesn't come from what we hear from lecturers, but rather from collegiality and debate. VR education gives the opportunity to make learning experiences social by allowing students to communicate with each other. Using avatars and mapped facial expressions, people can come together to discuss, synthesize, and learn from one another.

Distance learning

VR allows us to bridge the gap between educators and learners. With VR, distance learning tools can put educators and students together in the same room with digital representations of themselves - teachers can teleport into the VR world and guide students through their experiences.

Design challenges for VR education experiences

Clearly, the future of virtual reality in education is very exciting and full of potential. We are just at the dawn of this powerful technology and designing for VR is full of challenges that we should be ready to overcome.

5 key properties of good VR learning experiences

VR edu apps should have the following properties:

1. Immersive. Designers should strive to create the feeling that users are in an experience. For example, if you develop a history app, make history come alive for students.

2. Easy to use. Eliminate the need to have special skills to interact with a VR 3D design app.

3. Meaningful. Meaning is really important for students. You can't create a good VR learning experience without a good story. That's why it so important to advance the art of storytelling. Stories quite simply provide the best vehicle for delivering messages that are not only heard and understood, but that also inspire and elicit action.

4. Adaptable. As Albert Einstein once said, "I never teach my pupils, I only attempt to provide the conditions in which they can learn." VR experiences should allow students to explore at their own pace. The app should provide complete control over the level of difficulty. Designers should establish how students learn and then use this knowledge to design VR products that allow effective learning.

5. Measurable. Each educational tool should provide measured impact. Teachers should be able to track the metrics of education so they can measure the resulting knowledge of a subject. When designing experiences for VR education, it's essential to choose appropriate metrics and make it clear what criterium will be used to measure success and failure.

Creating a new role for teachers with VR education

The transition from analog teaching practices to digital ones is going to change what teaching looks like. The role of a teacher will change from content delivery to content facilitation. Teachers will be focused on creating conditions for exploring, rather than providing ready-made knowledge.

Our changing understanding of immersive experiences

It's clear we're in the early stages of VR - and it's going to keep changing. However, technology will continue to push boundaries of how immersive VR can become. We're even going to see advancements in eye tracking and body tracking in coming years. What we consider an immersive experience today will be considered table stakes in the not-too-distant future.

Making VR accessible

VR has a high price point that is a significant barrier for many users. If we analyze the success of Google Expeditions, it's clear that Google was able to reach this many students because the hardware was really accessible. To make VR education accessible to a majority of users, it's important to focus on creating VR experiences for devices users already have and repurpose them into powerful tools for education. A phone we have in our pockets and $20-100 headset devices - such as Google Cardboard or Samsung Gear VR - should be enough to give students good VR experiences.

Open New Horizons with VR Education

Virtual reality in education is on the horizon, and without a doubt, it'll change the world as we know it. Twenty-first century classrooms will be technologically advanced places of learning, with VR technology significantly increasing students' engagement and learning. VR experiences will inspire a whole new generation of young and bright students, ready to innovate and change the world.

At the same time, the next big thing in education no longer relies on technology, but rather on a teacher's decision to push forward and adopt these technologies inside the classroom. The global goal should be to make knowledge available, accessible, and affordable for everyone on the planet. Learn more about the design of other Emerging Technologies here.

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How VR Education Will Change How We Learn & Teach | Adobe XD Ideas

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Education is the base for a thriving society, and the transfer of knowledge has been a top priority for civilizations since the very beginning. People are constantly looking for ways to make knowledge transfer more easily, more quickly, and more effectively. In the era of digital devices, we have an opportunity to enable better learning with technology.

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Whether you admit it or not, education is one of the foundational elements of our society. As such, it is all about sharing and expanding knowledge in the most efficient ways (not necessarily traditional school-college-university path), and we can take advantage of the new technologies to reach the goals. This makes education a perfect case for testing Virtual Reality and Augmented Reality solutions.

While education is treated with utmost seriousness, it is not without its issues, namely the limited availability of educational services and lack of trained personnel. Besides, there is a huge problem with people who have limited physical abilities or who live in places that are hard to reach. Due to all these reasons, implementing AR/VR tech into the education system makes so much sense for us at the APP Solutions. (IMHO.) Let's talk about it.

How does VR/AR fit in the Education System?

The easiest way to describe the potential impact implementation of VR & AR can make in the education system is to condense it to four words: Harder, Better, Faster, Stronger.

The education system needs new technologies in order to stay relevant in the ever-changing world and be effective at realizing its mission. Virtual & Augmented Reality is the next logical step in the evolution of the Education System.
From a business standpoint, VR & AR solutions for education have easily applicable business models, which is always a great selling point.
On one hand, there is no need for figuring out the sustainable business model that will turn into profit in short term. This is completely out of the question because education is a public service and things are regulated rather differently there.

Since figuring out the business model is one of the major problems with AR and especially VR industries, taking it out of the equation leaves much more time to figure out the best possible content. However, that's where the stakes get extremely high.

There is a lot of responsibility to be assumed in terms of developing a quality AR / VR education content that will effectively serve its cause. Making educational content is much longer and it's a much more intricate process that requires tight collaboration and flexibility, especially when you deal with kids. Not only there is a need to create accurate content, but it also must be appropriate to a target audience.

It takes more than composing a fine recreation of a body functions to make an immersive VR education process - students and their abilities must be taken into consideration and the content must be adapted to that.

VR/AR Industry and Education

When AR / VR technology meets education, it has the potential to be a win-win situation.

The main challenge in the development of custom VR education application is that you have to create many of the elements from scratch. However, it is possible to create apps that give teachers the ability to construct AR / VR applications for educational purposes from building blocks, using accessible toolboxes and templates.

As a side project, it might also push the wider adoption of the VR and AR technologies among people (since people who are using the latest tech for education usually continue using that tech later in life.)

Virtual Reality Education Statistics

97% of students would like to study a VR course.

Education is expected to be the 4th biggest sector for VR investments.

VR in education is predicted to be a $200 million industry by 2020 and $700 million by 2025.

Almost 80% of teachers have access to virtual reality devices, but only 6.87% use them regularly in the educational process

93% of teachers said that their students would be excited to use virtual reality

7 out of 10 teachers want to use VR to simulate experiences that are relevant to the material covered in class

According to Statista research, 92% of respondents in the USA know the term Virtual Reality:

When asked, how much people, in general, would be willing to pay for a VR gear:

When asked, how much people are willing to spend on a VR game:

Education is #4 top result where people see VR gear implemented:

Benefits of VR in Education and AR in the Learning Process

Expanded Teaching Possibilities

One of the issues of the modern education system is the limited ability to describe and exemplify complicated concepts and explain them in a more practical and accessible manner. The current way of explaining things is often a hit and miss affair where some students get the point while others are unable to do that due. While this is a lesser challenge in humanitarian sciences, it becomes critical when it comes to physics, chemistry, and biology.

Augmented and Virtual Reality education apps can make the process of explaining complicated concepts less challenging by adding an interactive audio-visual factor.

Projects like Augment Education are pushing boundaries of what is possible in this realm. This tool is made for presentations, modeling, and basic 3D design. It is relatively easy to use and can be considered something of a swiss army knife of current AR tools. Augment Education helps teachers and students to try their hand at constructing various objects and animating them via extensive libraries of shapes, objects, and actions.

Inclusivity: A Salvation for Special People

Another thing that can be greatly improved by the implementation of VR & AR is inclusivity of the students with various disabilities into the educational process.

For example, solutions like Near Sighted VR Augmented Aid can help students with visual impairments. Among other things, such applications can manipulate the contrasts, text sizes, add audio commentary - which greatly contributes to the integration of the students with disabilities into the community.

On the other hand, VR can be a perfect adaptive environment for students with impairments. Not only it can give them a chance to experience out-of-reach situations but it can be also very practical in the everyday education process.

For example, SignAloud gloves allow to communicate via sign language in a VR environment and translate into a human speech.

Fewer Distractions at VR School

One of the toughest elements of teaching is keeping the attention of the classroom intact and dealing with a variety of distractions. Sadly, the emergence of various technologies such as smartphones, despite their indisputable advantages, made it a lot more difficult. However, there is no particular need to fight with technologies when there is a possibility to embrace it.

Well-orchestrated VR experience can completely shut off the student's attention from any distracting factors and amp up his concentration on the subject considerably.

Things get better due to immersion and the ability to interact with the environment. Because of that - development of VR School environment is a solid probability in the near future.

Increased Engagement / Immersion via Interactivity

Let's be honest, many students consider education a chore and teachers are facing the lack of student engagement. It is an evergreen problem that probably will not be fully solved. However, VR & AR can help to deal with this issue by adding a bit of interactivity to the mix.

Here's how it can work. Immersive VR education is by default much more exciting affair than just sitting in a classroom listening to some mildly interesting dude spelling things. There is some action going on. In addition to that, the student can be more active in the process. On one hand, it helps to keep the student focused on the subject while on the other hand, it makes him much more interested in the subject itself because the student can do something with it.
Interactivity is the key reason why VR and AR are so attractive for education purposes.
Today's typical lessons consist of a lot of listening, lots of taking notes and some looking at something while filling the gaps with critical thinking and imagination. This is not exactly the most endearing experience as well as kinda boring, especially if you don't really care about the subject. Enter VR.

Virtual Reality gives an opportunity to experience the subject up and front. As such, this kind of experience is much more compelling and effective in delivering knowledge than a traditional lecture.

For example, you can experience first-hand the life of an Egyptian farmer or participate in the Battle of Waterloo alongside Napoleon. You can also virtually travel to various countries instead of just looking at the map and finding the small dot that is Fiji. Granted, it would be a re-created story, but hey, it's much more interesting than just looking in the books.

Finally, when we're comparing virtual and augmented realities, VR can deliver the wholesome experience, AR can take a more supplementary role in the educational process, so both can be very useful.
See also: AR benefits for business
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We developed our own AR Navigation app - AR Places Map. It is designed specifically to simplify movement in the city and navigate in the different leisure opportunities. You can read about it here.
Features include:

Locations of interest (restaurants, cafes, and other points of interest) on the map and in Augmented Reality mode

Information about restaurants, art galleries, parks, and more

Navigation and direction to the points of interest

* * *

VR/AR Challenges

The Question of Cost Effectiveness

Considering that education is usually a government-funded affair, the cost-effectiveness of implementing AR/VR technologies is the question that arises most often. (Granted, we're not just talking about school education, but also professional training - for example, for surgeons.)

While a virtual reality education platform can be a great help in the learning process, here are the things that you should take into account when calculating the costs:

1. You will need to invest into gear to make the VR solution available (helmet or glasses + controllers). Thankfully, there are budget options available that are quite good (for example, Google Cardboard). A business analyst can help you figure out what things the gear should be able to do and then it's up to you and your investors.

2. You will need to invest in the actual AR/VR content development. While there are solutions that come with building blocks (that you can assemble in whatever way you need), some special training might require starting the development from scratch.

3. You will need to invest time (and possibly money) into training your teachers how to operate the gear properly so that they are fully prepared to teach the students.

Compared to Virtual Reality, AR solutions are cheaper because you don't need specific gear. All your student needs is a smartphone. However, you still need to develop the content for the app.

In the long run, if implemented properly, VR/AR solutions can pay off greatly in a form of highly trained professionals ready for action and other benefits of AR / VR in education are obvious. It can have an incredible impact both for the system itself and for the technology as both of them adapt to the new status quo and develop new models of operations.

The Question of Content Development

One of the biggest roadblocks for wide implementation of VR and AR solutions in the educational process is purely practical - it takes a lot of effort (both on developers and educators' sides) to create quality AR/VR content that will cover the needs of the educational programs.
There are several reasons for content being a challenge:

Basic VR & AR tools available on the wide market aren't sufficient enough to produce engaging content. They can be used as a supplement but not as a substitute;

Teachers can't do immersive experiences on their own which means there is a need for hiring outsourced developers.

Finally, there is still the need to adjust the content to the target audience feedback.

There are ready-made AR solutions like Human Anatomy Atlas and Sky Map on the market and you need to define what goals you want to reach using the technology. Perhaps, the ready-made solutions will be more than enough or you will understand what is the feature that you're lacking and develop additional apps. Everything is up to you (and your board of investors.)

The Question of Health

Virtual Reality impact on mental and physical health hasn't been widely studied. On one hand, it's due to the fact that the technology is comparatively new; on the other hand, it's not as widespread yet so there's not enough data for research.

The question that gets asked by many: "How can you rely on a certain technology if you have only a vague idea of how it can affect physical and mental health?" This is a serious issue with adults and the matters double down when it comes to children.

Granted, we've seen the mass "epidemic" of Pokemon hunters and they seemed to be fine unless the players got so engrossed into the game they forgot that there is a real world besides their virtual or augmented one, with cars, roads, trees, and other dangers. Case in point, Johnny English demonstrates this issue perfectly:

Read the complete review of AR challenges here.

In Conclusion

Both Virtual and Augmented reality technologies offer numerous exciting opportunities for an education system that can be instrumental in solving its key challenges and bringing to a new level of quality.

With the technologies rapidly developing and expanding its availability - it is more of a question of time when they will be considered as a viable option with its own distinct value.

Read also:
AR / VR in Healthcare Augmented Reality & Virtual Reality in Retail Applications How to Develop Spotify-like Application

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AR / VR Education: Practical Application of the Technology

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Whether you admit it or not, education is one of the foundational elements of our society. As such, it is all about sharing and expanding knowledge in the most efficient ways (not necessarily traditional school-college-university path), and we can take advantage of the new technologies to reach the goals.