Virtual reality refers to the use of technology to create an imitated environment whereby the user is placed inside an experience. The user is involved in this virtual world by experiencing its environment and while this happens, he or she is able to perform a series of action. It presents a version of reality that is not real, but from a human perspective, it can be felt as real. The computer is generated to produce sounds and images that seem to imitate a place or situation that allows the user to be a part of (Woodford, 2018). Virtual Reality is meant to make the user believe that what he is seeing and feeling is real. Like how traveling to Mars is almost impossible, but through Virtual Reality, with the use of 3D computers, it can take the user to Mars. The technology is interactive and explorable since it allows the user to be totally involved in each process and deep in detail allowing the user to explore. Virtual Reality has the power to instantly teleport a whole classroom of students to any destination in the world.
Learning certain aspects should be emphasized through images or sounds. Notably, virtual reality presents students with a real sense of what is being taught. Furthermore, it lets the student experience different realities by seeing and feeling by just wearing a VR headset. The use of virtual reality in teaching is more effective than traditional methods, as they offer visualizations. It also creates effective engagement with students because it creates curiosity. (Hicks, 2016). The use of virtual reality as a tool in classroom is not involving as compared to traditional teaching methods. All that there is to it is just placing a headset and watching images in 3D. The student gets to learn new information through videos in great visualizations, which is interesting. Students love to learn new things and virtual reality just offers the motivation to be more ambitious. It most likely increases the students' interest in learning. The main purpose of it is to make learning more fun, which only increases interest and it will be done better without any struggle to it. Most importantly, it adds value to the quality of education in a number of diverse fields. It provides an alternative learning experience that is impossible in the usual classroom. It has a positive impact on the learning process in a whole other level. The technology can help learners understand complicated concepts and theories because through Virtual Reality, they are able understand complex information at a higher quality.
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Virtual Reality is a great tool for learning but its major challenge is that it is costly. Investing in such technology in most schools would be expensive, which could make one question if it is worth the cost. It would only mean that the richer schools would only be the ones to maybe afford such technology, which would create inequality among schools. Investing in such technology would also mean embracing possible malfunctions. Using apps and software means that at times functionality will be an issue, which means that it can break down when it is in use thus the learning experience will be over.
Virtual Reality can also cause addiction. Most students nowadays are addicted to technology such as smart phones and computers, which can also affect them while using VR. The technology affects certain sections of the brain that create execution and impulses similar to addictive drugs (Lynch, 2017). Also, VR can affect the usual human interaction and connection because it focuses on the connection between the user and the device. It is not the same as experiencing situations first hand and next to actual people. Instead of going for a field trip, students can use Virtual Reality; however, it only provides an idea of it to make the user believe it is real.
References
Chris Woodford (2018). What is virtual reality? A simple introduction. New York: Cengage
Mathew Lynch. (2017). What are the drawbacks of using virtual reality in K-12 schools?
Digital and Mobile Technology; The EDvocate. USA
Paula Hicks (2016). The pros and cons of using virtual reality in the classroom.
Educational Technology; E-Learning Industry.