Virtual reality is the ultimate medium for delivering “experiential learning”. This educational theory is based on our thinking of learning and remembering activities for ourselves, rather than being told what they are.
But what does the study show? Is there really any data to support the claim that students learn better in virtual reality environments?
1.Learn by doing
According to American educator David Kolb, effective learning is when one sees progress through a cycle of four stages :(1) having a concrete experience,(2) observing and reflecting on what the experience leads to (3) the formation of abstract concepts (4) testing hypotheses in future situations that lead to new experiences.
Imagine a scenario where students experience immersive photosynthesis modules. With the help of the controller, they can enter the room the plant and learn what the chloroplast is, or how the plant meets the requirements of the photosynthesis process. This “look-and-do” learning model encourages students to explore, identify and experiment with content at their own pace.
Virtual reality goes beyond traditional learning and provides a positive learning environment for students to participate in and inspire them to explore more. With a properly created VR library, they will be able to absorb some of the abstractions more deeply without getting distracted. This will stimulate their interest and encourage their motivation ” I want to learn this topic because I am interested and involved ” rather than motivation ” I want to learn this topic because I will eventually get a certificate “.
3. Let students choose
Add appropriate VR content to the classroom and science will become more interesting and interesting. Students have autonomy over what they want to explore, which in turn encourages them to contemplate who they want to be in the future. For example, a chemistry or biology lab in a virtual world might ignite students’ minds about future scientists or doctors. This further leads to different career choices.
4. Let the students teach
With tools like VR available to teachers, there is an opportunity to create another instance that connects students to a topic or concept. With such participation, another place for exploration through guidance may also be established. That is, students may want to share their experiences inside the taj mahal or the Eiffel Tower with their teachers and friends and discuss the topic in detail with enthusiasm. Teachers are likely to notice assessment results and even cognitive processes. A noble goal, but when a young mind becomes active, a higher goal has a chance to be achieved. The increasing popularity and complexity of educational technology offer more and more possibilities for students to explore and tell their experiences. Tools like VR, when combined with good, vetted content, have the potential to bring students to the center of the learning process, where they can learn to connect with abstract concepts, discuss them with peers and teachers, and present newly discovered knowledge in the real world. This is a real bridge between knowledge and understanding.
In addition, VR technology can also provide a more realistic gaming experience for indoor playgrounds.