Virtual Reality in Our Classrooms?
Virtual reality (VR) is a computer-generated simulation that allows users to interact with a three-dimensional environment as if they were there. VR has been around for decades, but it has only recently become affordable and accessible enough for education [1]. There is a great deal of potential for VR to improve STEM education. STEM subjects, such as science, technology, engineering, and math, often involve complex concepts that can be difficult to understand without hands-on experience [2]. There are several ways in which VR can be used to improve STEM education. Here are three examples: experimental learning, problem-solving, and collaboration.
During experimental learning, VR can allow students to experience things that would be impossible or dangerous to do in the real world. For example, students could use VR to explore the surface of Mars, conduct a chemical experiment in a hazardous environment, or perform surgery on a virtual patient. Educators can customize the content and difficulty level of VR experiences to cater to individual students’ needs and learning styles, ensuring each learner receives appropriate challenges and support [1]. It may stimulate multisensory learning by engaging multiple senses simultaneously, enhancing memory retention and information processing.
VR can allow problem-solving by creating realistic simulations of real-world problems. This can promote active learning and strengthen students’engagement with the content being taught [2]. Students can face challenges, such as engineering puzzles, architectural design dilemmas, or environmental issues, and work on finding solutions safely and interactively. For example, students could use VR to design a bridge that can withstand a simulated earthquake or develop a new drug to treat a virtual disease [3].
In addition, VR can be an excellent tool to promote collaboration in the classroom by connecting students from all over the world to work on projects together. This allows students to share ideas and collaborate on solutions in a way that would not be possible in a traditional classroom setting. By creating shared virtual spaces, multiple students can interact in the same environment, encouraging real-time communication and sharing ideas seamlessly. Students can collaboratively modify 3D models and prototypes in subjects like design and engineering, leading to more innovative outcomes [3]. VR also facilitates conflict resolution and empathy, as students can experience situations from their peers’ perspectives.
While virtual reality (VR) holds immense potential as an educational tool, integrating it into the classroom poses several challenges. First and foremost, the cost of implementing VR technology can be prohibitive for many educational institutions, including the expense of VR headsets, powerful computers, and software. Additionally, the need for regular maintenance and updates adds to the overall cost burden [4]. Ensuring equitable access to VR experiences can also be challenging, as not all students can access VR devices at home. Technical issues, such as system compatibility, software glitches, and connectivity problems, may disrupt the learning process and lead to frustration among students and educators alike. Prolonged exposure to VR can cause discomfort and motion sickness for some individuals, limiting the duration of VR sessions and potentially affecting the learning experience. Integrating VR content seamlessly into existing curricula and aligning it with educational objectives requires thoughtful planning and teacher training, which can be time-consuming and demanding. Lastly, there is a need for robust and relevant VR educational content that aligns with various subjects and grade levels, which may currently be limited or unavailable. Despite these challenges, with careful planning, proper investment, and ongoing support, VR has the potential to transform education and provide students with unique and immersive learning experiences [1].
In conclusion, integrating virtual reality (VR) in the STEM classroom offers a transformative educational experience with many benefits. By providing immersive and engaging learning environments, VR stimulates students’ curiosity and active participation, fostering a deeper understanding of complex STEM concepts. The safe and controlled experimentation opportunities enable students to conduct experiments and explore otherwise difficult, dangerous, or costly scenarios. The capacity for personalization ensures that each student receives tailored challenges and support, enhancing their learning journey. Through collaboration and teamwork in shared virtual spaces, students develop essential interpersonal skills vital for future careers. As technology continues to evolve, it holds the promise of nurturing the next generation of innovators and problem solvers in science, technology, engineering, and mathematics. Embracing VR in the STEM classroom not only revolutionizes traditional teaching methods but also equips students with the skills and confidence to thrive in a rapidly advancing technological world.
References:
- Elme L, Jørgensen MLM, Dandanell G, Mottelson A, Makransky G. Immersive virtual reality in STEM: is IVR an effective learning medium and does adding self-explanation after a lesson improve learning outcomes? Educ Technol Res Dev. 2022;70(5):1601-1626. doi: 10.1007/s11423-022-10139-3. Epub 2022 Jul 18. PMID: 35873274; PMCID: PMC9294811.
- Barry, D. M., & Kanematsu, H. (2022). Virtual reality enhances active student learning. Available online 19 October 2022, Version of Record 19 October 2022. Retrieved from https://www.sciencedirect.com/science/article/pii/S1877050922009486
- Campos, E., Hidrogo, I., & Zavala, G. (2022). Impact of virtual reality use on the teaching and learning of vectors. Frontiers in Education, 7. https://doi.org/10.3389/feduc.2022.965640
- Surbhi, V. (2023, January 12). Advantages and disadvantages of virtual reality. Educaba. https://www.educba.com/advantages-and-disadvantages-of-virtual-reality/