The Virtual Reality Revolution: How VR Is Reshaping Education and Training |
Virtual reality or VR technology has grown exponentially in recent years. While you may still think of VR as a tool for immersive gaming – which it is, it has so many other uses. Because VR can simulate very hands-on experiences without you having to leave a room, educators have started to catch on; picture an anatomy and physiology class where students can virtually dissect 3D models of organs, a history class with immersive tours through a Viking street, a philosophy class where students sit down with Plato… the list goes on because the possibilities are endless.
The Evolution of Virtual Reality
The idea of projecting images directly into a person’s eyes has roots in early science fiction but really began to take shape in reality during the 1960s with pioneering efforts like the “Sensorama,” an early multi-sensory machine designed to immerse users in a virtual environment. In 1968, the development of the “Sword of Damocles,” often regarded as the first VR headset, marked a significant milestone in the evolution of virtual reality technology. Despite these early innovations, it wasn’t until the 1990s that VR started to gain more widespread attention. However, during this time, the technology still needed to be improved as the graphics were low-quality, and there was limited interactivity. On top of that, bulky hardware greatly restricted practical uses or mainstream adoption.
As the 2010s arrived, things started to change. In 2014, the now-famous VR gaming headset, Oculus Rift, launched a Kickstarter campaign to develop its products, which was bought by Facebook in 2015 and hit the shelves in 2016. Soon, hundreds of companies were developing highly advanced VR systems like HTC’s VIVE and Razer’s OSVR. Since then, the competition between companies has driven prices down, and quality up, to the point where schools can afford VR headsets with breathtaking graphics and a range of open-source software that can be used to develop custom programs for a range of uses.
VR in Healthcare and Medicine: A Case Study
One of the best ways to explain VR’s potential is by highlighting how it is already being used. Several universities are using the latest Oculus Rift headset with custom software to simulate a range of situations doctors and nurses need to be familiar with, like resuscitation, anaphylactic reactions, postsurgical management, acute-care management, and pediatric critical care.
While it’s pretty new, there are a few programs like Virtual Medicine that combine real CT and MRI images with anatomically accurate 3D animations so that students can explore the human body in more depth than ever before, and gain a real understanding of anatomy and physiology.
Even students completing programs like an online MSN-FNP can likely expect VR to be used at some stage in their education. On the flip side, VR can be used to help patients; remote therapy can be a lot more immersive than a Zoom call, and several companies are using VR programs for exposure therapy where you are safely and gradually exposed to whatever is triggering your anxiety response.
The Future of VR in Education
Right now, we are poised at the beginning of a massive shift, a shift away from traditional classrooms, whiteboards, and textbooks towards online learning, VR, and immersive experiences that accurately translate to real-world work.
Across the board, the demand for more interactive and personalized learning is apparent, and VR promises to deliver. Many VR systems use open-source software, which schools can use to create their own programs for highly specific courses at a relatively low cost. As VR technology becomes more accessible and the range of applications broadens, it will enable students to explore historical events as if they were there, conduct virtual science experiments, or even practice languages by interacting with virtual native speakers.
Fully Immersive Training
On top of personalized education, one of the key differences we saw from VR’s medical application is how well it can prepare students for the challenges of the modern workforce. That’s because it is about as hands-on as it gets without actually dissecting or doing surgery in vivo.
For the first time, trainee surgeons can do a fully simulated surgery. New pilots can land a VR plane in challenging conditions, and people who are terrified of flying can gradually be exposed to the experience in a safe environment.
Embracing the Shift
As we saw during the pandemic, education is changing; from middle school to post-grad level, much of what we would traditionally be learning in a classroom is online in a range of formats – the trick is to keep those formats up to date, engaging, and helpful to students. Luckily, students and teachers alike want VR; one survey states that 88% of students reported feeling more engaged in classes that used VR, and another survey has 83% of teachers saying that VR can “help improve learning outcomes”.
It appears that demand for VR is high across the board, a demand that will drive further innovation and ever-improving technology. Unfortunately, this technology is still out of reach for many, but as prices come down, doors open to those who previously could not afford VR, and it can become a great tool for equal access to education. Students in remote areas can take immersive classes, and those who don’t have access to teachers or a quality education can get virtual lessons from the best lecturers in the world.
Transforming Learning
The demand for VR is clear, and so are the benefits: low-cost education that engages students and delivers courses in the most immersive way possible. As we venture further into this digital frontier, the potential for growth is immense. VR’s capacity to transform learning experiences is just beginning to be tapped. With each technological advancement, we get closer to a world where education is not only universally accessible but also of universal quality – and very high quality at that. So, keep a keen eye on this evolving space, for we have only scratched the surface of VR’s full potential.
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