Not just games: The broader potential for VR in schools

Virtual reality is starting to make its way into classrooms across the country. Although the VR content itself is engaging and interesting in its own right, VR has much more potential for learning. Our work with students in seven different schools last year showed us that it is not just content consumption and gaming that kids are thinking about when they consider VR. Though students definitely told us how much they liked being on a shipwrecked boat deep under the sea, or trying to communicate with one another as they solved a challenging puzzle while immersed in a different world, we were intrigued by the number of students who really engaged with VR in a much broader sense. Whether it was as artistic visionaries creating 3D art pieces, working in VR game engines to design content, creating 360 videos for other students to watch, or even exploring the functionality of VR itself, there was a great deal of learning going on. In fact, virtual reality seemed to tap into student interest in computer science in new ways. As this technology becomes more accessible to schools, we’d like educators to consider the breadth of learning that can occur within VR.

The broader potential for VR in schools

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