Last week we talked about augmented and mixed reality, a technology that adds virtual and interactive layers to our real world surroundings. This week we go further down the rabbit hole and take a closer look at virtual reality, which transports the user into a completely digitally created world.
Similar to smartphones and tablets in recent years, VR headsets will surely work their way into schools through adoption in the consumer market. As soon as children and parents have VR devices in their living room VR will eventually arrive in classrooms and the workplace.
The use cases of virtual reality in education are essentially the same as with augmented reality, the major difference being that the scenarios take place in an entirely digitally created environment.
Before we focus on today’s VR landscape, let us take a stroll down memory lane to one of the forefathers of this field, Second Life. While this tool and platform for virtual worlds is not part of virtual reality, technically speaking, it gave us a first impression of the possibilities of learning in virtual settings.
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