For younger students, immersive experiences such as VR and AR aren't simply commonplace--they're expected

Taking the classroom into the world with VR and AR


For younger students, immersive experiences such as VR and AR aren't simply commonplace--they're expected

Generation Z (people born from mid-1990s to 2010s) and Generation Alpha (those born between 2010s and mid-2020s) grew up surrounded by technology. For these young people, devices like smartphones and tablets are like an additional exoskeletal attachment. These young generations are not afraid of new technologies. School districts and universities should not be either.

The 2020s will be the decade of immersive technologies, and this is the year for schools to start exploring how to bring virtual reality (VR) and augmented reality (AR) into the classroom. I use VR in my classroom because I see its success, but it’s not just me–multiple studies point to the academic advantages of immersive tech.

Related content: 10 reasons to use AR and VR in the classroom

VR and AR will change how we live, work, learn, and interact with each other. This belief caused me to start The Glimpse Group, a diversified VR and AR platform company made up of 9 unique software and services subsidiaries.

In addition to my work with The Glimpse Group, I am also an adjunct lecturer at Fordham University. At Fordham I teach Exploring Entrepreneurship, a class where students learn what it takes to be an entrepreneur, along with the critical elements of starting a company. My colleague, Professor Christine Janssen, and I modernized the course by adding VR exercises to teach our students soft skills and business collaboration.

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