Higher education technology such as Virtual Reality simulation software has evolved in the past 30 years. We’ve seen how this discipline has moved in exciting and unexpected ways. But, in what ways can Virtual Reality (VR) change education both inside and outside the classroom?
Academics from the University of Thessaloniki, in Greece, have proposed a VR laboratory for distance education in chemistry. They explain that:
“Simulations play a major role in education not only because they provide realistic models with which students can interact to acquire real world experiences, but also because they constitute safe environments in which students can repeat processes without any risk in order to perceive easier concepts and theories.”
It's cost effective:
Universities are addressing this challenge and the United Nations is rewarding it.
In 2015, Unesco awarded Singapore’s Institute of Technical Education (ITE) for a Virtual and Augmented Reality development program based on skills. It provides “hands on practice”, as it improves learning retention of the students and improves skill based integrated planning.
On the other hand, many of those who teach practical skills in workshops, labs or the field find it challenging to grade and assess students learning and skills development.
Critical reasoning and practical skills are learning outcomes that are very hard to evaluate, Anthony Guest-Scott, academic coordinator for the Student Academic Center at Indiana University-Bloomington, tells EdTech Magazine. Many disciplines have done this for a while with flight simulators and emergency drills. Many details can be registered: the time to respond, the student’s accuracy, the team dynamics, etc.
Then, that information is critical for the teacher to provide accurate feedback.
Imagine your college is cluttered, and you need to secure not only funding to build a new academic building or a science lab, but build the most cost-effective and efficient facilities within or outside your campus, while keeping in touch with your integrated planning.
There are many industries running simulation software and virtual reality to blend in the large series of factors that would impact, for instance, building a skyscraper or a factory in the middle of a city.
In the future, VR could help campus management and asset planning, visualize and experience exactly how a new building or facility would look like and perform.
What if your science lab’s specifications look good on paper? But, at the minute architects and engineers finish developing its details, you find that you overlooked many things?
Conrad Tucker, an assistant professor of engineering at Pennsylvania State University explains to Times Higher Education that Virtual Reality could help universities to optimize their use of space, reserving real labs for when they are truly needed. “Maybe repetitive tasks in a physical lab could be done in virtual reality,” he says.
Many schools already use blended learning techniques. Instead of having a student read a case study in a classroom or a lab, teachers upload it to an e-learning platform where students read it in their own time, and the teacher focuses the class on more practical activities.
The same goes with virtual reality. A campus manager will have many other options if some modules or classes of certain subjects are taught in a virtual environment before moving students to an expensive lab or workshop. It would improve both the use of physical space and a more efficient use of those facilities.
At most universities, you hear complaints about certain features of the campus experience that weren’t featured on the website. While VR doesn’t replace a real-life situation at all, it is one step forward.
Virtual reality in disciplines such as gamification can work on both ways. They provide ways for students to better understand how the human body works, what happens if you don’t calculate a structure weight correctly, and much more.
Using VR-based technologies can help students get early orientations and make more informed decisions on the courses and majors they take, as they provide a cost-effective first glimpse into a real-life situation.
Imagine pre-med students realizing after a simulation that they were not cut out to become a surgeon, or a future engineer finds out she has immense potential for leadership. This can impact their choice of courses, and can considerably improve retention rates.
One of the most significant concerns that the labor market has for a college graduate is whether they’re cut out for real-life situations and have not only the knowledge but the skills to perform and make decisions according to their expectations.
A McKinsey report on Education to Employment shows two significant problems for students:
The report revealed that 58% of employers thought entry-level new hires did not have the necessary skills they needed.
At the same time, many students complain that they didn’t get enough practical training in school, raising their levels of performance anxiety on internships and their first jobs.
In fact, Forbes contributor and workforce consultant Ian Davies explains that some companies use VR to run virtual job fairs and open houses to connect with candidates. “They can also create virtual assessments for candidates to perform to learn their skill levels and abilities”, he explains.
An essential factor to decide on a university is the environment of the college and its surroundings. But some students can’t afford to visit campus and meet with college admissions in person.
Marketing in higher education is evolving. Universities are working on software for those who want to explore the campus, look at the buildings and somehow replicate the look and feel of someone who has gone on a visit.
Ian Davies also explains that this “not only increases engagement, it also reduces costs, creating a positive return on investment,” he says.
Would you like to try virtual reality in your institution? Where?