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Meta, formerly known as Facebook, has announced that it is investing in virtual reality (VR) technologies for educational purposes. The technology company says it wants to offer new software for educators to help them use VR headsets in the classroom.
Meta said the software would also allow teachers to manage multiple VR headsets, access educational apps, and track student usage. VR technology in the classroom creates new learning options, such as immersive experiences like human body exploration or historical site visits.
Meta’s long-term goal is to create a digital world (metaverse) in which people can work, learn, and engage via virtual reality technology.
VR provides opportunities that are not possible in the real world due to constraints such as time and space.
Research into the effectiveness of VR in education is currently underway, with varied results regarding its impact on learning outcomes.
Meta mentions early studies that imply VR has educational benefits, such as greater student engagement.
Some universities, including New Mexico University and Morehouse College, have already included VR into their curricula.
The incorporation of virtual reality (VR) technology into education raises both intriguing prospects and substantial problems, some have argued.
While Meta’s investment in VR software and hardware intends to transform learning by providing immersive experiences and access to virtual settings, there are still questions about cost, equality, and the possible influence on existing educational approaches.
While VR technology has potential in education, its adoption may be hampered by expenses, particularly for schools with low resources. Meta’s Quest 3 devices, while considerably cheaper, start at $499 each.
There is a concern that VR technology could worsen educational disparities. Students who lack resources or awareness of technology may miss out on its benefits, compounding existing gaps.
Critics express concern about the possible dystopia of replacing conventional face-to-face connection and physical learning experiences with computer simulations. They contend that virtual reality may remove kids from reality and undermine the importance of hands-on learning.
Meta answers these concerns by emphasising the long-term cost reductions and educational benefits that VR may provide. Virtual field trips, for example, might provide important learning opportunities at a fraction of the cost of physical excursions.
Nick Clegg, Meta’s President of Global Affairs, sees a shift towards more immersive and engaging learning experiences. He feels that traditional methods, such as rote learning from textbooks, may appear out of date in comparison to interactive VR experiences.
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