Our classrooms are transforming—not just with new technology or furniture—but by completely transporting students to new places and experiences. Location, funding, and even reality are no longer limiting our students of personalized learning.
Early adopters of #ARVRinEDU (Augmented reality and virtual reality in education) have sought out resources to meet the demands and needs of our students and managed to keep their spending in line with the school budget. These immersive technologies are providing more than the “wow factor.” They are building a bridge that breaks through classroom limitations.
A small percentage of classrooms will have the funding and resources to bring mobile devices and viewers to every student, but the majority of our schools don’t have class sets. Most schools do, however, have access to tablets or laptops, or they have a BYOD (Bring Your Own Device) arrangement. By using what we already have, we eliminate the need for massive purchases, additional training, and the rapid transition to outdated devices. With the flood of new AR and VR tools ranging from web to app-based, our classrooms can include engaging activities that are flexible with the tools we already have available.
As students engage with content, they want the learning to be personalized, interactive, gamified, and authentic. Because AR and VR allow students to explore what they find interesting and interact with 3D objects as many times as necessary to gain understanding, educators no longer have to provide the same experience for every student.