VR, AR and Gamification are the Thresholds to Next-Gen Education
Disruptive technologies like virtual reality (VR), augmented reality (AR), and gamification are opening new possibilities for the education sector by creating more engaging learning experiences. These technologies are proving to be beneficial to both teachers and students. For instance, Nearpod and Lifeliqe are two educational technology companies that are providing VR tools to teachers for lesson planning. Similarly, immersive VR head-mounted displays such as Oculus Rift, Samsung Gear VR, and HTC Vive enable students to stream 360-degree videos and view architectural models of historic or natural sites and other spatial renderings. ThingLink, a VR platform with image interaction technology allows users to create interactive infographics, maps, drawings, and engaging 360 documentaries. Meanwhile, ‘Titans of Space’ educational app enables users to experience a virtual tour of the planets and stars, educating them about their positions within the solar system, and providing curated photos and facts simultaneously. Likewise, AR technology has the ability to display objects that are hard to imagine and turn them into 3D/4D models, making it easier to grasp abstract and difficult content. For example, Anatomy 4D, an AR app, displays 4D models of detailed bone structures and organ systems, making it easy for medical students to explore and learn about the human anatomy.
Another major trend taking the education sector by storm is gamification, which makes the learning process more fun and engaging. For example, Law Dojo is a legal game app that helps law students acquire knowledge through a collection of games. The games help students understand the different types of laws and rights while dealing with authorities. The app also has several levels where users can win points.
With the advent of these innovative technologies, the education industry is experiencing a change in the entire learning process by creating new and unique scenarios that allow for curiosity, excitement, and exploration for students.