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Virtual Reality Devices

405 bytes added, 12:20, 2 March 2017
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=== Education ===
The gamification of the education process is already taking place in the form of computers being introduced into schools. This can be further expanded with the introduction of the VR devices, that could act as a great way to familiarize the students with the taught topic more intimately and interactively. For example, the teacher and the students can undertake a virtual voyage inside the human body during the biology class, or they can travel through time during the history class. In all these and similar instances, the immersion the VR devices can achieve, can help students to better remember the material they are being taught. These applications are currently not used, or are only being experimented with. But we may seen a rise in VR baing being used in schools with the more affordable devices coming to the market.<ref>ALSTAD, Zachary. The Potential for Virtual Reality in Education for Students Who Learn Differently. Landmark College Institute for Research and Training’s Monthly Newsletter [online]. 2016, Apr 7. Available online at: http://www.landmark.edu/institute/read-our-monthly-newsletter/the-potential-for-virtual-reality-in-education-for-students-who-learn-differently/ (Retrieved 3rd August, 2016).</ref>
=== Training ===

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