Experiential learning and VR are reshaping the future of education At the World Economic Forum’s Annual Meeting in May, a research paper reported that Virtual Reality is being adopted more readily by educators as the gains of experiential learning is being realised, making education less conventional and advancing learning in schools. While some learn through theory, others learn through practice. The evolution of educational technology going forward must thus address experiential learning. When coupled with innovative pedagogies, Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) are positioned to address this need and create a competitive advantage for all stakeholders involved.
Educators need to adapt to this evolving landscape and nurture our younger generations to help outmatch our success. While schools have been increasingly focused on personal development, some technologies can expedite the process. VR is a leading example and arguably a game-changer for the next generation of students, enabling experiential learning.
VR supports more powerful visualisation, improves educational interaction, enhances collaboration, strengthens students’ practical understanding, and delivers globally. Research and development must coincide with unlocking the maximum output and fully utilising its benefits, as with any new technology.
It allows them to immerse themselves in an interactive experience where they can visualise their actions’ outcomes firsthand. Coupled with the metaverse, students and teachers can communicate and share while immersed, overcoming space and time limitations. Finally, they can consolidate previously acquired knowledge and apply skills acquired through conventional e-learning.
It should be noted that VR does somewhat limit human interaction if not appropriately monitored and introduced with a guided programme and can cause isolation in younger generations. Still, with the proper research, developments and safeguards, the benefits of VR outweigh the risks. It is a technology that can transform students’ skillsets immediately recognised through practical applications.
Positive influence While research has shown that VR positively influences students’ learning outcomes, it can also improve studentteacher interactions through practical hybrid implementation, whether in or out of the classroom. With VR as a classroom tool, teachers can motivate students and create a more collaborative and interactive studying environment. VR can be integrated into traditional teaching to
Transform skillsets
Learning through play, first-hand experiences and applied knowledge creates a more appealing environment for students and results in much stronger skillsets.
Force of change Whether through VR or other experiential learning tools, educational technology is at a turning point for leaders, educators,
regulators and other stakeholders to take a proactive approach to invest in future generations and ride the wave of change. As governments worldwide compete to be more resourceful and invest in social infrastructure, technologies such as VR are changing the status quo making education less conventional and advancing learning. They are driven to improve outcomes and develop a more robust, better qualified and experienced workforce. These are the forces of change and we believe now is the time to act.
INTERFATCI ITACI
Immersive and interactive
create a unique experience adapted to each student’s ability, style, pace and drive to learn, ensuring their readiness to advance through robust assessment.
By Dr Ali Saeed Bin Harmal Al Dhaheri, Abu Dhabi University, and Dr Mohamad Ali Hamade, Amanat Holdings. Article first published by the World Economic Forum at bit.ly/weforumvr NEW ZEALA ND
The disruption we are seeing in today’s digitalising world is helping increase accessibility, enhance quality and improve the affordability of education globally. Arguably these interventions are enough to drive transformative change, where feasible and affordable, inside and outside the classroom, reducing the reliance on textbooks, notebooks and pencils as critical learning tools.
The metaverse awaits but will you be coming to the party?
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The metaver awaits but wise you be comin ll to the party? g How
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ISSUE 111 TERM 1 APRIL
putting on you r Virtual Reality goggles could add a new dimension to the classroom.
In our April issue, we explore how putting on VR 22 goggles could add a new dimension to the classroom. Read more at interfaceonline.co.nz/issue111april2022/
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