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vir·tu·al re·al·i·ty
/ˈˌvərCH(əw)əl rēˈalədē/
Noun COMPUTING
the 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.
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“Virtual” means near and “reality” is what we experience as
human beings. Virtual reality, basically means “near-reality,” and refers to
reality emulation.
We interpret reality by the way our brain processes information
it gets through our five basic senses; taste, touch, smell, sight and hearing
and also some other senses that help us function, like balance. We can thus
conclude that if we give our senses made-up information, then our perception of
reality would change and we would be presented with a version of reality that
is not real, it is near-real, which is what the meaning of virtual is. In other
words… virtual reality!
In technical terms, virtual reality is “the term used to describe a three-dimensional,
computer generated environment which can be explored
and interacted with by a person. That person becomes part of this virtual world
or is immersed within this environment and whilst there, is able to manipulate
objects or perform a series of actions” (What is Virtual Reality? Retrieved on
February 7, 2017 from http://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html).
Virtual reality is implemented through computer technology and uses systems
such as headsets and special gloves in order to stimulate our senses and create
the “illusion” of reality.
Virtual reality spans over a timeframe of approximately 70 years.
However, it gained the public’s attention in the late 80’s and 90’s. Over the
past 5 years, the virtual reality (VR) industry has been changing dramatically
from focusing mainly on vehicle simulations, military training programs and
theme park rides (view infographic). It has been gaining interest in the
area of education, with many companies willing to invest, some even solely
dedicated to providing schools with curriculum packages that include the
technological tools and teacher training to support VR-based instruction.
Many of these early efforts have focused on sciences, like
biology, anatomy, geology and astronomy. Virtual reality is the answer when it
is too dangerous, expensive or impractical to do something. Students with no
access to labs, now have the opportunity to conduct virtual experiments, for
example walk through molecules and see their structure, or attend and
participate in a complicated surgery, gaining real-world experience however
taking only the virtual risk. In other subject areas, students have the ability
to interact with animals and their environment, take virtual field trips to zoos,
museums or even places impossible to visit, like Ancient Greece or Mars. They
are given the opportunity to not only study about the Constitutional
Convention, for example, but even be present in the room when it happens!
Furthermore, it bridges cultures and allows the students to interact and
collaborate from various parts around the world.
Some virtual reality apps used in education include Google
Expeditions which offers 360 degree virtual field trips; New Classrooms, an
adaptive, personalized math curriculum; Light-Sail, a literacy software that
combines engaging books and in-text assessments; Lecture VR, which simulates a
lecture hall in virtual reality accompanying lectures with images, videos
and other immersive experiences; Alchemy VR, which creates and educational
experience, where the students will get to see a myriad of different things
come to life; Nearpod, which combines virtual reality with traditional
lesson-plans; EON Reality, which allows students and teachers
to combine 3D content with videos, sound effects, notes, Powerpoint, and more..
View Top 10 Companies working on education in Virtual Reality
Award winning schools in the country have been incorporating
virtual reality into their curriculum as a powerful tool to engage students.
Its success in education is based on the fact that we retain 90% of what we do
and see. Students retain a lot more information that way, rather than by
reading a textbook. Virtual reality seems to be the next big thing in
education. Educators will be able to capture the attention of their students
like never before and get them more actively involved in the classroom, and
utilizing VR in the classroom will make students feel like they are using the
“coolest” thing around. Using VR will make learning more exciting to students
and will increase retention because it engages students in a way that textbooks
cannot possibly do.
Furthermore, and despite the fact that virtual reality is still
developing, real progress has been made in the cost of VR hardware, headsets in
particular. Head-mounted displays (HMDs) are commercially available today for
as low as $20 for Google Cardboard or Samsung
Gear VR for $99. As a result, access has become a lot more
affordable for many more individual users and many more schools.
For all these reasons, educators and students alike, engaging into
transformative experiences in an endless effort to seek an ever-expanding
immersive landscape, give VR a definitive place of value in education.
On the other hand, VR has certain negative aspects about it.
Motion sickness linked of the use of the VR headset has been identified to
affect some people negatively to its use. Another negative aspect of using this
kind of technology is the addiction to living in this virtual world and the
consequences that could have to assuming responsibilities in real life, and
also the deception it can create in communication. Another negative aspect of
VR includes the lack of laws regarding these worlds, due to the fast paced development
of Virtual Reality and online worlds. Users can say and do things in these
worlds that are illegal in reality. Also, users may be less inhibited than in
real life due to a sense of anonymity, and may act in a way that is socially
unacceptable (Virtual Reality Pros and Cons. Retrieved on February 7, 2017
from http://virtual-reality.weebly.com/pros-and-cons.html).
Though the world of virtual reality technology is a fun and
exciting one which throws up many alternative ways of learning for discussion,
the current implementation and creation has disadvantages. In my opinion, it is
still an exciting and engaging media to use in the classroom that will
certainly change the way students learn in schools today.