By Stephanie Lyons (MERGE EDU) and Kevin Merges
As futuristic as the technology seems, augmented and virtual reality have been around for quite some time. The first VR invention can be traced back as early as 1838 when Charles Wheatstone invented the stereoscope. Since then, AR/VR has made significant progress and is now quickly making its way into major industries worldwide including training and education. Let’s take a look at AR and VR in a classroom context.
Augmented Reality (AR) overlays digital elements like 3D models and animations into real-world environments and can help students understand complex material. Students can also create and develop their own AR content to share with others. Both learning and creating with AR provide exposure to future-readiness skills that students need to start acquiring now.
Using Virtual Reality (VR) in the classroom gives students opportunities to take virtual field trips, fully immersing them in an educational experience. Students can now visit museums from all over the world to see exhibits first-hand, experience historical events and places from the past, see the world from others’ perspectives, and more. With VR, students are engaged and focused on what they’re learning because they’re placed in the middle…