Survey respondents said the benefits of using virtual reality in education include:
- Getting students excited to learn (68 percent)
- Encouraging creativity (39 percent)
- Making difficult concepts easier (32 percent)
- Lowering costs for field trips (23 percent)
- Enabling students to attend school from anywhere (15 percent)
- Eliminating distractions (5 percent)
Major drawbacks include:
- Not enough content available yet (47 percent)
- Expensive or difficult to implement (43 percent)
- Too hard to manage during class (21 percent)
- Might be a distraction (22 percent)
- May cause headaches or brain damage (17 percent)
- Too much like a game (16 percent)
- Isolates students (8 percent)
Virtual reality content sources include Google, YouTube, Samsung, OER, Nearpod, and Oculus.
Since the survey, a number of virtual reality advances have emerged, as outlined by Bob Nilsson in an Extreme Networks blog post:
- Google has eliminated restrictions on Expeditions, their VR field trips program. Google Expeditions was cited in the survey as one of the most popular sources of VR content, but with the lament that it was a restricted program. As of the end of June, those restricts have been lifted.
- Intel recently announced Project Alloy; yet another major vendor throwing their weight behind virtual reality. According to their web announcement: “Project Alloy is an all-in-one virtual reality solution leveraging Intel RealSense technology. Project Alloy will be offered as an open platform in 2017.”
- Samsung’s Gear VR has gotten more comfortable. Already one of the most popular and affordable VR headsets, Gear VR now weighs less and is better fitting.
- Virtual Reality sessions were popular at ISTE 2016. The education technology conference featured several sessions, panels, and vendor displays about VR in the classroom. Particularly impressive were displays by zSpace, Google, and Lifeliqe on the expo floor.