A recent report from MarketsandMarkets predicts that by 2028 the market for virtual reality and augmented reality tech in an educational context will be worth over $14 billion
A recent report from MarketsandMarkets predicts that by 2028 the market for virtual reality and augmented reality tech in an educational context will be worth over $14 billion. That’s thanks to the fact it’s growing by almost 30% annually at the moment, which in turn typifies the rate at which educators are racing to adopt the associate hardware and software.
While interactive software is most commonly used for immersive learning with VR in tow, video clips offering full head motion tracking are also part and parcel of this movement. The upsides of this should be obvious, so let’s talk over how you can start using it immediately as a way to engage students like never before.
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Traditional lesson plans can’t hope to connect with students to the same extent as VR-enhanced equivalents. You just need to go about the process of integration in a savvy way.
To do this, first identify subjects where immersive experiences add value, such as history, biology, and engineering. Next, outline specific learning objectives that VR videos can enhance. For instance:
At this point, you want to start small with supplemental VR activities rather than full lessons. This is the best way to learn the basics yourself, as well as taking students along for the ride without leaving them befuddled. As part of this you could create a mixed-reality approach, such as combining textbook reading materials with virtual field trips or simulations.
Also aim to train educators on using VR hardware and software effectively. Leverage platforms like Google Expeditions or ENGAGE to develop these immersive experiences.
On top of all this, always debrief students post-VR session to connect virtual experiences back to real-world concepts. You don’t want this to feel like pure entertainment that’s disconnected with any firm aspect of the curriculum you’re working on together.
Your aim here is for seamless integration, as VR should complement and enrich existing learning resources, not replace them entirely. It’s much the same concept as the one which helps VR find relevance in the workplace, so you can expect to find plenty of assistance and support with this if you need it.
There’s a balance to be struck when choosing the equipment and software to put together an educational VR setup.
Start by evaluating your budget. While per-pupil spending is up 8.9%, frugality is still the name of the game in many institutions. So while high-end headsets like the Valve Index or HTC Vive Pro 2 offer top-tier experiences, they come at a price which might not fit. For more cost-effective options, consider Meta Quest 2 or even Google Cardboard for entry-level experiences.
Also, compatibility is crucial. You need to ensure that the chosen hardware aligns with your existing classroom tech infrastructure. Look for:
Next, focus on software selection tailored to educational needs. Platforms like zSpace offer K-12 focused applications covering STEM subjects extensively. And if you are going to be creating your own VR video content and you want to make it available as widely as possible, adding it to video streaming with DistroVid is a good move that also brings what you’ve created to a larger audience.
User-friendliness matters too, so opt for intuitive interfaces along with hardware that requires minimal technical support to master. That way educators can focus on teaching rather than troubleshooting.
Another concern is durability, so Invest in hard-wearing headsets designed for frequent use and easy cleaning. This last point is particularly important given that multiple students will share devices, and hygiene has to be taken seriously.
In short, balancing cost, compatibility, content availability, and ease of use ensures you get maximum value from VR technology in education settings.
There is a bit of a learning curve to encompass as part of the process of using VR in education video, but it should not be enough to put you off starting up this type of project. And it’s not just educators themselves who can do so, as content creators may also be compelled to cater to a vast audience of learners who are ready and eager to consume immersive content. You just have to follow through on your ambition with a bit of good old fashioned hard work.