AR and VR – A Learner’s Journey from Information to Experience

AR and VR – A Learner’s Journey from Information to Experience

Information to Experience

To meet the needs of Gen-Z learners, it’s time to move away from rote learning concepts and practice a more interactive and participatory learning method that uses immersive techniques. Some forms of Interactive Learning Content like Augmented Reality and Virtual Reality allow students and teachers to expand the physical world. While AR mixes the real and digital worlds, it’s a simple overlay of computer generated information, images and 3d content into a seamless visual experience, VR is a perception of being physically present in a non-physical world. It is done by surrounding the learner with an environment, sound and other stimuli that provide a complete environment of imagination and interaction to increase engagement.

 

The advancement of these types of digital learning content can result in pedagogical effectiveness of the collaborative and experiential learning process. Motivation is a critical factor influencing the success and satisfaction of the learner. AR and VR technologies combine virtual and real worlds to give users a great visual experience, develop their creativity and sustain their motivation to perform better. The user feels accountable for his/her success and failure.

 

The scope is vast for this technology to be effectively used in transforming the way learners learn especially in subjects ranging from geography and history to art and craft. AR and VR aid experiential learning in many ways through reinforcing concepts and promoting total engagement in the learning process. Moreover, such technologies facilitate higher learning retention, for longer periods, and take students on a path of discovery wherein they apply the learning to their real life world.

 

A perfect example of using these immersive technologies in learning is in the field of medicine and more specifically Anatomy. Imagine a scenario where the students are learning to perform surgery through AR rather than learning through actual dissections. This not just allows students to learn by making mistakes but also saves significant amount of money in the practical approach.Prototypes and physical models are both extremely expensive and all types are not easy to procure. AR is the way forward here.

 

Another exciting area is in art and craft. Kids get excited to see their sketches come to life. Multiple AR based coloring apps are available, which use their own special coloring pages that become animated 3D characters in an interactive tabletop world.

 

AR and VR are currently trending in EdTech and the industry is experimenting with its optimum usage for K-12 and Higher Ed. Bett 2017- one of the biggest EdTech events in London will focus on AR and is hosting seminars for the same.

 

Many K-12 publishers today are not hesitant to invest in content and technology incorporating both AR and VR to meet the demands of schools and keep pace with the competition. Magic Software partners with global publishers to create immersive interactive learning content for GenZ learners.AR and VR are here to stay. Are you ready with it?

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