VR in Education
VR’s potential impacts on equity and teaching
I reject the notion that VR will be a panacea for educational inequality. Instead, I identify three specific use cases where VR’s impact might be significant: vocational training, social & emotional learning, and STEM education.
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Overview
Focus Area
Technology and Educational Equity
Skills
Research
Background
With COVID-19 forcing classrooms to go online, educators and administrators searched for alternative methods to deliver instruction. The primary mode and tool was distance learning through videoconference software such as Zoom and Google Meet. However, another suite of delivery garnered educational attention: virtual reality (VR), augmented reality (AR). and mixed reality (XR). Companies like Meta invested heavily in these technologies, and a number of companies positioned themselves to promise a transformed experience of education that would engage sensory experiences more than the traditional distance learning format.
However, educators faced a decision: would they spend funds on another educational technology that promises to be the “silver bullet” of educational inequality? Could VR actually improve the quality of teaching, reduce inequality, and be more cost-effective than traditional means?
Analysis
VR has a clear value proposition in several significant but limited use cases: vocational training, social & emotional learning, and STEM education. As with other educational technologies, like the Internet or MOOCs, it will not be a panacea for educational equity. Rather, if it is used in targeted ways, VR, AR and XR could slightly improve educational quality and lower costs. My research revealed 3 educational use cases which could be impacted by VR.
| Area | Impact Level | Description |
|---|---|---|
| Vocational Training | High | Walmart is a strong example of how vocational training can be transformed. VR/AR is a low cost and easily scalable training tool that can engage sensory information. Workers can be trained on a variety of different physical tasks and processes in a more authentic manner than traditional elearning. Training for a wealth of other fields that involve technical physical labor, such as mechanical engineering, can be transformed by VR/AR technology. |
| Social & Emotional Learning | Moderate | Several small companies have created simulations for stressful or complicated situations in workplace situations. This includes customer service, health care, and office knowledge work. VR can be used to simulate a variety of situations, such as conflict, emergencies, and discrimination. Employee performance can be observed and improved in a controlled environment that engages multiple senses. |
| STEM Education | Moderate | Equipment for STEM education is notoriously expensive. Many schools around the world lack the funding or space for labs, chemicals, and engineering workshops. VR can provide low-cost, interactive ways to learn and practice STEM concepts, from chemistry to engineering. |